2483 Konsolen-Befehle für Counter-Strike: Global Offensive
Zuletzt hochgeladen Config:
Top Configs:
- +alt1
- +alt2
- +attack
- +attack2
- +back
- +break
- +camdistance
- +camin
- +cammousemove
- +camout
- +campitchdown
- +campitchup
- +camyawleft
- +camyawright
- +commandermousemove
- +csm_rot_x_neg
- +csm_rot_x_plus
- +csm_rot_y_neg
- +csm_rot_y_plus
- +duck
- +forward
- +graph
- +grenade1
- +grenade2
- +jlook
- +jump
- +klook
- +left
- +lookdown
- +lookspin
- +lookup
- +mat_texture_list
- +movedown
- +moveleft
- +moveright
- +moveup
- +posedebug // Turn on pose debugger or add ents to pose debugger UI
- +reload
- +right
- +score
- +showbudget
- +showbudget_texture
- +showbudget_texture_global
- +showscores
- +showvprof
- +speed
- +strafe
- +use
- +vgui_drawtree
- +voicerecord
- +walk
- +zoom
- +zoom_in
- +zoom_out
- -alt1
- -alt2
- -attack
- -attack2
- -back
- -break
- -camdistance
- -camin
- -cammousemove
- -camout
- -campitchdown
- -campitchup
- -camyawleft
- -camyawright
- -commandermousemove
- -csm_rot_x_neg
- -csm_rot_x_plus
- -csm_rot_y_neg
- -csm_rot_y_plus
- -duck
- -forward
- -graph
- -grenade1
- -grenade2
- -jlook
- -jump
- -klook
- -left
- -lookdown
- -lookspin
- -lookup
- -mat_texture_list
- -movedown
- -moveleft
- -moveright
- -moveup
- -posedebug // Turn off pose debugger or hide ents from pose debugger UI
- -reload
- -right
- -score
- -showbudget
- -showbudget_texture
- -showbudget_texture_global
- -showscores
- -showvprof
- -speed
- -strafe
- -use
- -vgui_drawtree
- -voicerecord
- -walk
- -zoom
- -zoom_in
- -zoom_out
- achievement_debug "0" // Turn on achievement debug msgs.
- achievement_disable "0" // Turn off achievements.
- addip // Add an IP address to the ban list.
- adsp_debug "0"
- adsp_reset_nodes
- ainet_generate_report // Generate a report to the console.
- ainet_generate_report_only // Generate a report to the console.
- air_density // Changes the density of air for drag computations.
- ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
- ai_debug_los "0" // itl
- ai_debug_node_connect // Debug the attempted connection between two nodes
- ai_debug_shoot_positions "0"
- ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
- ai_drawbattlelines "0"
- ai_drop_hint // Drop an ai_hint at the players current eye position.
- ai_dump_hints
- ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
- ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
- ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
- ai_report_task_timings_on_limit "0"
- ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
- ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
- ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
- ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
- ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
- ai_show_grid // Draw a grid on the floor where looking.
- ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
- ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
- ai_show_node // Highlight the specified node
- ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
- ai_step // use ai_step again. To resume processing no
- ai_test_los // Test AI LOS from the players POV
- ai_think_limit_label "0"
- ai_vehicle_avoidance "1"
- alias // Alias a command.
- ammo_338mag_max "30"
- ammo_357sig_max "52"
- ammo_357sig_min_max "12"
- ammo_357sig_small_max "24"
- ammo_45acp_max "100"
- ammo_50AE_max "35"
- ammo_556mm_box_max "200"
- ammo_556mm_max "90"
- ammo_556mm_small_max "40"
- ammo_57mm_max "100"
- ammo_762mm_max "90"
- ammo_9mm_max "120"
- ammo_buckshot_max "32"
- ammo_grenade_limit_default "1"
- ammo_grenade_limit_flashbang "1"
- ammo_grenade_limit_total "3"
- askconnect_accept // Accept a redirect request by the server.
- asw_engine_finished_building_map // Notify engine that weve finished building a map
- async_resume
- async_suspend
- audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
- autobuy // Attempt to purchase items with the order listed in cl_autobuy
- autosave // Autosave
- autosavedangerous // AutoSaveDangerous
- autosavedangerousissafe
- banid // Add a user ID to the ban list.
- banip // Add an IP address to the ban list.
- benchframe // Takes a snapshot of a particular frame in a time demo.
- bench_end // Ends gathering of info.
- bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
- bench_start // Starts gathering of info. Arguments: filename to write results into
- bench_upload // Uploads most recent benchmark stats to the Valve servers.
- bind // Bind a key.
- BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
- bind_osx // Bind a key for OSX only.
- blackbox_dump // Dump the contents of the blackbox
- blackbox_record // Record an entry into the blackbox
- bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
- bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
- bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
- bot_all_weapons // Allows the bots to use all weapons
- bot_autodifficulty_threshold_high "5" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
- bot_autodifficulty_threshold_low "-2" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
- bot_chatter "0" // or normal.
- bot_crouch "0"
- bot_debug "0" // For internal testing purposes.
- bot_debug_target "0" // For internal testing purposes.
- bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.
- bot_defer_to_human_items "1" // the bots will not get scenario items.
- bot_difficulty "1" // 3=expert.
- bot_dont_shoot "0" // bots will not fire weapons (for debugging).
- bot_freeze "0"
- bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
- bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
- bot_join_after_player "1" // bots wait until a player joins before entering the game.
- bot_join_team "0" // or CT.
- bot_kick // matching the given criteria.
- bot_kill // matching the given criteria.
- bot_knives_only // Restricts the bots to only using knives
- bot_loadout "0" // bots are given these items at round start
- bot_max_vision_distance_override "-1" // Max distance bots can see targets.
- bot_mimic "0"
- bot_mimic_yaw_offset "180"
- bot_pistols_only // Restricts the bots to only using pistols
- bot_place // bot_place - Places a bot from the map at where the local player is pointing.
- bot_quota "10" // Determines the total number of bots in the game.
- bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
- bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
- bot_show_battlefront "0" // Show areas where rushing players will initially meet.
- bot_show_nav "0" // For internal testing purposes.
- bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
- bot_snipers_only // Restricts the bots to only using sniper rifles
- bot_stop "0" // immediately stops all bot processing.
- bot_traceview "0" // For internal testing purposes.
- bot_zombie "0" // bots will stay in idle mode and not attack.
- box // Draw a debug box.
- buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
- budget_averages_window "30" // number of frames to look at when figuring out average frametimes
- budget_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_background_alpha "128" // how translucent the budget panel is
- budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
- budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
- budget_history_range_ms "66" // budget history range in milliseconds
- budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- budget_panel_height "384" // height in pixels of the budget panel
- budget_panel_width "512" // width in pixels of the budget panel
- budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
- budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
- budget_show_averages "0" // enable/disable averages in the budget panel
- budget_show_history "1" // turn history graph off and on. . good to turn off on low end
- budget_show_peaks "1" // enable/disable peaks in the budget panel
- budget_toggle_group // Turn a budget group on/off
- bug // Show the bug reporting UI.
- bugreporter_uploadasync "0" // Upload attachments asynchronously
- bugreporter_username "0" // Username to use for bugreporter
- bug_swap // Automatically swaps the current weapon for the bug bait and back again.
- buildcubemaps // Rebuild cubemaps.
- building_cubemaps "0" // Indicates were building cubemaps
- buildmodelforworld // buildmodelforworld
- buymenu // Show or hide main buy menu
- buyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.
- buy_stamps // Temporary solution for Pinion to kick back to community map makers.
- cache_print // cache_print [section] Print out contents of cache memory.
- cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
- cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
- callvote // Start a vote on an issue.
- cam_collision "1" // an attempt is made to keep the camera from passing though walls.
- cam_command // Tells camera to change modes
- cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
- cam_idealdist "150"
- cam_idealdistright "0"
- cam_idealdistup "0"
- cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
- cam_idealpitch "0"
- cam_idealyaw "0"
- cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
- cam_snapto "0"
- cancelselect
- cash_player_bomb_defused "300"
- cash_player_bomb_planted "300"
- cash_player_damage_hostage "-30"
- cash_player_get_killed "0"
- cash_player_interact_with_hostage "150"
- cash_player_killed_enemy_default "300"
- cash_player_killed_enemy_factor "1"
- cash_player_killed_hostage "-1000"
- cash_player_killed_teammate "-300"
- cash_player_rescued_hostage "1000"
- cash_player_respawn_amount "0"
- cash_team_elimination_bomb_map "3250"
- cash_team_elimination_hostage_map_ct "2000"
- cash_team_elimination_hostage_map_t "1000"
- cash_team_hostage_alive "0"
- cash_team_hostage_interaction "500"
- cash_team_loser_bonus "1400"
- cash_team_loser_bonus_consecutive_rounds "500"
- cash_team_planted_bomb_but_defused "800"
- cash_team_rescued_hostage "0"
- cash_team_terrorist_win_bomb "3500"
- cash_team_win_by_defusing_bomb "3250"
- cash_team_win_by_hostage_rescue "3500"
- cash_team_win_by_time_running_out_bomb "3250"
- cash_team_win_by_time_running_out_hostage "3250"
- cast_hull // Tests hull collision detection
- cast_ray // Tests collision detection
- cc_emit // Emits a closed caption
- cc_findsound // Searches for soundname which emits specified text.
- cc_flush // Flushes asyncd captions.
- cc_lang "0" // Current close caption language (emtpy = use game UI language)
- cc_linger_time "1" // Close caption linger time.
- cc_predisplay_time "0" // Close caption delay before showing caption.
- cc_random // Emits a random caption
- cc_showblocks // Toggles showing which blocks are pending/loaded async.
- cc_subtitles "0" // wont help hearing impaired players).
- centerview
- changelevel // Change server to the specified map
- changelevel2 // Transition to the specified map in single player
- chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
- ch_createairboat // Spawn airboat in front of the player.
- ch_createjeep // Spawn jeep in front of the player.
- clear // Clear all console output.
- clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
- clear_debug_overlays // clears debug overlays
- clientport "27005" // Host game client port
- closecaption "0" // Enable close captioning.
- closeonbuy "0" // Set non-zero to close the buy menu after buying something
- cl_allowdownload "1" // Client downloads customization files
- cl_allowupload "1" // Client uploads customization files
- cl_animationinfo // Hud element to examine.
- cl_autobuy "0" // The order in which autobuy will attempt to purchase items
- cl_autohelp "0" // Auto-help
- cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
- cl_backspeed "450"
- cl_bobamt_lat "0" // The amount the viewmodel moves side to side when running
- cl_bobamt_vert "0" // The amount the viewmodel moves up and down when running
- cl_bobcycle "0" // the frequency at which the viewmodel bobs.
- cl_bobup "0"
- cl_bob_lower_amt "21" // The amount the viewmodel lowers when running
- cl_bob_version "0"
- cl_brushfastpath "1"
- cl_buy_favorite // Purchase a favorite weapon/equipment loadout
- cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
- cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
- cl_buy_favorite_reset // Reset favorite loadouts to the default
- cl_buy_favorite_set // Saves the current loadout as a favorite
- cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
- cl_chatfilters "63" // Stores the chat filter settings
- cl_clearhinthistory // Clear memory of client side hints displayed to the player.
- cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
- cl_clock_correction "1" // Enable/disable clock correction on the client.
- cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
- cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
- cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
- cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
- cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
- cl_cmdrate "128" // Max number of command packets sent to server per second
- cl_color "0" // Preferred teammate color
- cl_crosshairalpha "200"
- cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txt
- cl_crosshaircolor_b "50"
- cl_crosshaircolor_g "250"
- cl_crosshaircolor_r "50"
- cl_crosshairdot "0"
- cl_crosshairgap "0"
- cl_crosshairgap_useweaponvalue "0" // the gap will update dynamically based on which weapon is currently equipped
- cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
- cl_crosshairsize "5"
- cl_crosshairstyle "1" // 3 = ACCURATE DYN
- cl_crosshairthickness "0"
- cl_crosshairusealpha "1"
- cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
- cl_crosshair_dynamic_maxdist_splitratio "0" // this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
- cl_crosshair_dynamic_splitalpha_innermod "1" // this is the alpha modification that will be used for the INNER crosshair pips once theyve split.
- cl_crosshair_dynamic_splitalpha_outermod "0" // this is the alpha modification that will be used for the OUTER crosshair pips once theyve split.
- cl_crosshair_dynamic_splitdist "7" // this is the distance that the crosshair pips will split into 2. (default is 7)
- cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
- cl_csm_server_status // Usage: cl_csm_server_status
- cl_csm_status // Usage: cl_csm_status
- cl_cs_dump_econ_item_stringtable // cl_cs_dump_econ_item_stringtable
- cl_custommaterial_debug_graph "0"
- cl_debugrumble "0" // Turn on rumble debugging spew
- cl_debug_ugc_downloads "0"
- cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messages
- cl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messages
- cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
- cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
- cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
- cl_detail_max_sway "5" // Amplitude of the detail prop sway
- cl_detail_multiplier "1" // extra details to create
- cl_disablefreezecam "0" // Turn on/off freezecam on client
- cl_disablehtmlmotd "0" // Disable HTML motds.
- cl_disable_ragdolls "0"
- cl_dm_buyrandomweapons "1" // they will receive the
- cl_downloadfilter "0" // nosounds)
- cl_download_demoplayer "1" // 2:all)
- cl_drawhud "1" // Enable the rendering of the hud
- cl_drawleaf "-1"
- cl_drawmaterial "0" // Draw a particular material over the frame
- cl_drawshadowtexture "0"
- cl_draw_only_deathnotices "0" // For drawing only the crosshair and death notices (used for moviemaking)
- cl_dumpplayer // Dumps info about a player
- cl_dumpsplithacks // Dump split screen workarounds.
- cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
- cl_entityreport "0" // draw entity states to console
- cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
- cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
- cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
- cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
- cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
- cl_fastdetailsprites "1" // whether to use new detail sprite system
- cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
- cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
- cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
- cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
- cl_forcepreload "0" // Whether we should force preloading.
- cl_forwardspeed "450"
- cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!
- cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movement
- cl_fullupdate // Forces the server to send a full update packet
- cl_game_mode_convars // Display the values of the convars for the current game_mode.
- cl_hideserverip "0" // server IPs will be hidden in the console (except when you type status)
- cl_hud_background_alpha "0"
- cl_hud_bomb_under_radar "1"
- cl_hud_color "0" // 5 = white.
- cl_hud_healthammo_style "0"
- cl_hud_playercount_pos "0" // 1 = bottom
- cl_hud_playercount_showcount "0" // 1 = just show count number (no avatars)
- cl_hud_radar_scale "1"
- cl_idealpitchscale "0"
- cl_ignorepackets "0" // Force client to ignore packets (for debugging).
- cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
- cl_interpolate "1" // Enables or disables interpolation on listen servers or during demo playback
- cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- cl_inventory_saved_filter "0"
- cl_inventory_saved_sort "0"
- cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.
- cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
- cl_jiggle_bone_invert "0"
- cl_join_advertise "1" // 0: no
- cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
- cl_leafsystemvis "0"
- cl_leveloverview "0"
- cl_leveloverviewmarker "0"
- cl_loadout_colorweaponnames "0" // the weapon names are colored in the weapon loadout to match their rarity.
- cl_logofile "0" // Spraypoint logo decal.
- cl_mainmenu_show_datagraph "0"
- cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
- cl_minimal_rtt_shadows "1"
- cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.
- cl_mouseenable "0"
- cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
- cl_observercrosshair "1"
- cl_obs_interp_enable "1" // Enables interpolation between observer targets
- cl_operation_premium_reminder_op05 "0"
- cl_overdraw_test "0"
- cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
- cl_particles_dumplist // optional name substring.
- cl_particles_dump_effects
- cl_particles_show_bbox "0"
- cl_particles_show_controlpoints "0"
- cl_particle_retire_cost "0"
- cl_pclass "0" // Dump entity by prediction classname.
- cl_pdump "-1" // Dump info about this entity to screen.
- cl_phys_show_active "0"
- cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
- cl_pitchdown "89"
- cl_pitchup "89"
- cl_portal_use_new_dissolve "1" // Use new dissolve effect
- cl_precacheinfo // Show precache info (client).
- cl_predict "1" // Perform client side prediction.
- cl_predictioncopy_describe // Describe datamap_t for entindex
- cl_predictionlist "0" // Show which entities are predicting
- cl_predictweapons "1" // Perform client side prediction of weapon effects.
- cl_pred_track // for field fieldname.
- cl_radar_always_centered "1" // even at map extents.
- cl_radar_icon_scale_min "0" // Sets the minimum icon scale. Valid values are 0.4 to 1.0.
- cl_radar_rotate "1" // 1
- cl_radar_scale "0" // Sets the radar scale. Valid values are 0.25 to 1.0.
- cl_radar_square_with_scoreboard "1" // the radar will toggle to square when the scoreboard is visible.
- cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
- cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
- cl_reloadpostprocessparams
- cl_removedecals // Remove the decals from the entity under the crosshair.
- cl_remove_all_workshop_maps // Removes all maps from the workshop directory.
- cl_remove_old_ugc_downloads "1"
- cl_report_soundpatch // reports client-side sound patch count
- cl_resend "6" // Delay in seconds before the client will resend the connect attempt
- cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
- cl_righthand "1" // Use right-handed view models.
- cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
- cl_saveweaponcustomtextures // Save custom textures of current weapon.
- cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
- cl_scoreboard_mouse_enable_binding "0" // Name of the binding to enable mouse selection in the scoreboard
- cl_shadowtextureoverlaysize "256"
- cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
- cl_showents // Dump entity list to console.
- cl_showerror "0" // 2 for above plus detailed field deltas.
- cl_showevents "0" // Print event firing info in the console
- cl_showfps "0" // 5 = Thread and wait times +10 = detailed )
- cl_showhelp "1" // Set to 0 to not show on-screen help
- cl_showloadout "1" // Toggles display of current loadout.
- cl_showpluginmessages "1" // Allow plugins to display messages to you
- cl_showpos "0" // Draw current position at top of screen
- cl_show_clan_in_death_notice "1" // the clan name will show next to player names in the death notices.
- cl_sidespeed "450"
- cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
- cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
- cl_sos_test_get_opvar
- cl_sos_test_set_opvar
- cl_soundemitter_flush // Flushes the sounds.txt system (server only)
- cl_soundemitter_reload // Flushes the sounds.txt system
- cl_soundfile "0" // Jingle sound file.
- cl_soundscape_flush // Flushes the client side soundscapes
- cl_soundscape_printdebuginfo // print soundscapes
- cl_spec_mode "5" // Saves the last viewed spectator mode for use next time we start to spectate
- cl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.
- cl_spec_stats "1"
- cl_sporeclipdistance "512"
- cl_ss_origin // print origin in script format
- cl_steamscreenshots // Enable/disable saving screenshots to Steam
- cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
- cl_sun_decay_rate "0"
- cl_teamid_overhead "1" // 1 = on
- cl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will show
- cl_teamid_overhead_maxdist_spec "2000" // max distance at which the overhead team id icons will show when a spectator
- cl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.
- cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.
- cl_teammate_colors_show "1" // 2 = show colors and letters
- cl_timeout "30" // the client will disconnect itself
- cl_tree_sway_dir // sets tree sway wind direction and strength
- cl_updaterate "64" // Number of packets per second of updates you are requesting from the server
- cl_updatevisibility // Updates visibility bits.
- cl_upspeed "320"
- cl_use_new_headbob "1"
- cl_use_opens_buy_menu "1" // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the buy key).
- cl_view // Set the view entity index.
- cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.
- cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.
- cl_weapon_debug_print_accuracy "0"
- cl_winddir "0" // Weather effects wind direction angle
- cl_windspeed "0" // Weather effects wind speed scalar
- cl_wpn_sway_scale "1"
- cmd // Forward command to server.
- cmd1 // sets userinfo string for split screen player in slot 1
- cmd2 // sets userinfo string for split screen player in slot 2
- cmd3 // sets userinfo string for split screen player in slot 3
- cmd4 // sets userinfo string for split screen player in slot 4
- collision_test // Tests collision system
- colorcorrectionui // Show/hide the color correction tools UI.
- commentary_cvarsnotchanging
- commentary_finishnode
- commentary_firstrun "0"
- commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
- commentary_testfirstrun
- computer_name // Spew computer name
- condump // dump the text currently in the console to condumpXX.log
- connect // Connect to specified server.
- con_enable "0" // Allows the console to be activated.
- con_filter_enable "0" // 2 displays filtered text brighter than ot
- con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
- con_logfile "0" // Console output gets written to this file
- con_min_severity // LS_ERROR=3.
- cpu_frequency_monitoring "0" // Set CPU frequency monitoring interval in seconds. Zero means disabled.
- crash // Cause the engine to crash (Debug!!)
- CreatePredictionError // Create a prediction error
- create_flashlight
- creditsdone
- crosshair "1"
- csgo_download_match // Downloads a match via serial code and starts playback
- cs_enable_player_physics_box "0"
- cs_hostage_near_rescue_music_distance "2000"
- cs_make_vip // Marks a player as the VIP
- cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
- CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friend
- cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
- custom_bot_difficulty "0" // Bot difficulty for offline play.
- cvarlist // Show the list of convars/concommands.
- c_maxdistance "200"
- c_maxpitch "90"
- c_maxyaw "135"
- c_mindistance "30"
- c_minpitch "0"
- c_minyaw "-135"
- c_orthoheight "100"
- c_orthowidth "100"
- c_thirdpersonshoulder "0"
- c_thirdpersonshoulderaimdist "120"
- c_thirdpersonshoulderdist "40"
- c_thirdpersonshoulderheight "5"
- c_thirdpersonshoulderoffset "20"
- dbghist_addline // Add a line to the debug history. Format: <category id> <line>
- dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
- debugsystemui // Show/hide the debug system UI.
- debug_map_crc "0" // Prints CRC for each map lump loaded
- debug_visibility_monitor "0"
- default_fov "90"
- demolist // Print demo sequence list.
- demos // Demo demo file sequence.
- demoui // Show/hide the demo player UI.
- demo_gototick // Skips to a tick in demo.
- demo_listhighlights // List all highlights data for the demo.
- demo_listimportantticks // List all important ticks in the demo.
- demo_pause // Pauses demo playback.
- demo_recordcommands "1" // Record commands typed at console into .dem files.
- demo_resume // Resumes demo playback.
- demo_timescale // Sets demo replay speed.
- demo_togglepause // Toggles demo playback.
- developer "0" // Set developer message level
- devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
- devshots_screenshot // use the screenshot command instead.
- differences // Show all convars which are not at their default values.
- disable_static_prop_loading "0" // static props wont be loaded
- disconnect // Disconnect game from server.
- display_elapsedtime // Displays how much time has elapsed since the game started
- display_game_events "0"
- disp_list_all_collideable // List all collideable displacements
- dlight_debug // Creates a dlight in front of the player
- dm_reset_spawns
- dm_togglerandomweapons // Turns random weapons in deathmatch on/off
- drawcross // Draws a cross at the given location Arguments: x y z
- drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
- drawoverviewmap // Draws the overview map
- drawradar // Draws HUD radar
- dsp_db_min "80"
- dsp_db_mixdrop "0"
- dsp_dist_max "1440"
- dsp_dist_min "0"
- dsp_enhance_stereo "1"
- dsp_mix_max "0"
- dsp_mix_min "0"
- dsp_off "0"
- dsp_player "0"
- dsp_reload
- dsp_slow_cpu "0"
- dsp_volume "0"
- ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steam
- dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
- dt_dump_flattened_tables "0" // Dump out the flattened sendtable props.
- dumpentityfactories // Lists all entity factory names.
- dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
- dumpgamestringtable // Dump the contents of the game string table to the console.
- dumpstringtables // Print string tables to console.
- dump_entity_sizes // Print sizeof(entclass)
- dump_globals // Dump all global entities/states
- dump_particlemanifest // Dump the list of particles loaded.
- echo // Echo text to console.
- econ_build_pinboard_images_from_collection_name // Renders and saves images for all models in a collection.
- econ_clear_inventory_images // clear the local inventory images (they will regenerate)
- econ_highest_baseitem_seen "62"
- econ_show_items_with_tag // Lists the item definitions that have a specified tag.
- editdemo // Edit a recorded demo file (.dem ).
- editor_toggle // Disables the simulation and returns focus to the editor
- enable_debug_overlays "1" // Enable rendering of debug overlays
- enable_fast_math "1" // Turns Denormals-Are-Zeroes and Flush-to-Zero on or off
- enable_skeleton_draw "0" // Render skeletons in wireframe
- endmatch_votenextmap // Votes for the next map at the end of the match
- endmovie // Stop recording movie frames.
- endround // End the current round.
- engine_no_focus_sleep "50"
- ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
- ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
- ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
- ent_create // Creates an entity of the given type where the player is looking.
- ent_dump // Usage: ent_dump <entity name>
- ent_fire // Usage: ent_fire <target> [action] [value] [delay]
- ent_info // Usage: ent_info <class name>
- ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
- ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
- ent_messages_draw "0" // Visualizes all entity input/output activity.
- ent_name
- ent_orient // only orients target entitys YAW. Use the allangles opt
- ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
- ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
- ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
- ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
- ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
- ent_rotate // Rotates an entity by a specified # of degrees
- ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
- ent_setang // Set entity angles
- ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
- ent_setpos // Move entity to position
- ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
- ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
- ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
- ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
- ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
- envmap
- escape // Escape key pressed.
- exec // Execute script file.
- execifexists // Execute script file if file exists.
- execwithwhitelist // only execing convars on a whitelist.
- exit // Exit the engine.
- explode // Kills the player with explosive damage
- explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
- fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
- fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
- ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
- ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
- ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
- ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
- find // Find concommands with the specified string in their name/help text.
- findflags // Find concommands by flags.
- find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
- find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
- firetarget
- firstperson // Switch to firstperson camera.
- fish_debug "0" // Show debug info for fish
- fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
- flush // Flush unlocked cache memory.
- flush_locked // Flush unlocked and locked cache memory.
- fogui // Show/hide fog control UI.
- fog_color "-1"
- fog_colorskybox "-1"
- fog_enable "1"
- fog_enableskybox "1"
- fog_enable_water_fog "1"
- fog_end "-1"
- fog_endskybox "-1"
- fog_hdrcolorscale "-1"
- fog_hdrcolorscaleskybox "-1"
- fog_maxdensity "-1"
- fog_maxdensityskybox "-1"
- fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
- fog_start "-1"
- fog_startskybox "-1"
- forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
- force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
- force_centerview
- foundry_engine_get_mouse_control // Give the engine control of the mouse.
- foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
- foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
- foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
- foundry_update_entity // Updates the entitys position/angles when in edit mode
- fov_cs_debug "0" // Sets the view fov if cheats are on.
- fps_max "300" // Frame rate limiter
- fps_max_menu "120" // main menu
- fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
- fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
- fs_clear_open_duplicate_times // Clear the list of files that have been opened.
- fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
- fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
- fs_fios_flush_cache // Flushes the FIOS HDD cache.
- fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
- fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
- fs_fios_print_prefetches // Displays all the prefetches currently in progress.
- fs_printopenfiles // Show all files currently opened by the engine.
- fs_report_sync_opens "0" // 2:Not during map load
- fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
- fs_warning_level // Set the filesystem warning level.
- func_break_max_pieces "15"
- fx_new_sparks "1" // Use new style sparks.
- g15_dumpplayer // Spew player data.
- g15_reload // Reloads the Logitech G-15 Keyboard configs.
- g15_update_msec "250" // Logitech G-15 Keyboard update interval.
- gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
- gameinstructor_enable "1" // Display in game lessons that teach new players.
- gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
- gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
- gameinstructor_reset_counts // Resets all display and success counts to zero.
- gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
- gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
- gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
- gamemenucommand // Issue game menu command.
- gamepadslot1
- gamepadslot2
- gamepadslot3
- gamepadslot4
- gamepadslot5
- gamepadslot6
- gameui_activate // Shows the game UI
- gameui_allowescape // Escape key allowed to hide game UI
- gameui_allowescapetoshow // Escape key allowed to show game UI
- gameui_hide // Hides the game UI
- gameui_preventescape // Escape key doesnt hide game UI
- gameui_preventescapetoshow // Escape key doesnt show game UI
- game_mode "0" // The current game mode (based on game type). See GameModes.txt.
- game_type "0" // The current game type. See GameModes.txt.
- getpos // dump position and angles to the console
- getpos_exact // dump origin and angles to the console
- give // Give item to player. Arguments: <item_name>
- givecurrentammo // Give a supply of ammo for current weapon..
- global_event_log_enabled "0" // Enables the global event log system
- global_set // 2 = DEAD).
- glow_outline_effect_enable "1" // Enable entity outline glow effects.
- glow_outline_width "6" // Width of glow outline effect in screen space.
- gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
- god // Toggle. Player becomes invulnerable.
- gods // Toggle. All players become invulnerable.
- gotv_theater_container "0" // setting it to live will play top live matches
- groundlist // Display ground entity list <index>
- g_debug_angularsensor "0"
- g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
- g_debug_ragdoll_removal "0"
- g_debug_ragdoll_visualize "0"
- g_debug_trackpather "0"
- g_debug_vehiclebase "0"
- g_debug_vehicledriver "0"
- g_debug_vehicleexit "0"
- g_debug_vehiclesound "0"
- g_jeepexitspeed "100"
- hammer_update_entity // Updates the entitys position/angles when in edit mode
- hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
- heartbeat // Force heartbeat of master servers
- help // Find help about a convar/concommand.
- hideconsole // Hide the console.
- hidehud "0"
- hideoverviewmap // Hides the overview map
- hidepanel // Hides a viewport panel <name>
- hideradar // Hides HUD radar
- hidescores // Forcibly hide score panel
- hostage_debug "0" // Show hostage AI debug information
- hostfile "0" // The HOST file to load.
- hostip "-1062686208.000" // Host game server ip
- hostname "0" // Hostname for server.
- hostport "27015" // Host game server port
- host_filtered_time_report // Dumps time spent idle in previous frames in ms(dedicated only).
- host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
- host_info_show "1" // 2 - show full info
- host_map "0" // Current map name.
- host_name_store "1" // Whether hostname is recorded in game events and GOTV.
- host_players_show "1" // 2 - show all players
- host_reset_config // reset config (for testing) with param as splitscreen index.
- host_rules_show "1" // 1 - query enabled
- host_runofftime // Run off some time without rendering/updating sounds
- host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
- host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
- host_timescale "1" // Prescale the clock by this amount.
- host_workshop_collection // Get the latest version of maps in a workshop collection and host them as a maplist.
- host_workshop_map // Get the latest version of the map and host it on this server.
- host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
- host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
- hud_reloadscheme // Reloads hud layout and animation scripts.
- hud_scaling "0" // Scales hud elements
- hud_showtargetid "1" // Enables display of target names
- hud_subtitles // Plays the Subtitles: <filename>
- hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
- hunk_print_allocations
- hunk_track_allocation_types "1"
- hurtme // Hurts the player. Arguments: <health to lose>
- impulse
- incrementvar // Increment specified convar value.
- inferno_child_spawn_interval_multiplier "0" // Amount spawn interval increases for each child
- inferno_child_spawn_max_depth "4"
- inferno_damage "40" // Damage per second
- inferno_debug "0"
- inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
- inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
- inferno_flame_spacing "42" // Minimum distance between separate flame spawns
- inferno_forward_reduction_factor "0"
- inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
- inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
- inferno_max_child_spawn_interval "0" // Largest time interval for child flame spawning
- inferno_max_flames "16" // Maximum number of flames that can be created
- inferno_max_range "150" // Maximum distance flames can spread from their initial ignition point
- inferno_per_flame_spawn_duration "3" // Duration each new flame will attempt to spawn new flames
- inferno_scorch_decals "1"
- inferno_spawn_angle "45" // Angular change from parent
- inferno_surface_offset "20"
- inferno_velocity_decay_factor "0"
- inferno_velocity_factor "0"
- inferno_velocity_normal_factor "0"
- invnext
- invnextgrenade
- invnextitem
- invnextnongrenade
- invprev
- in_forceuser "0" // Force user input to this split screen player.
- ip "0" // Overrides IP for multihomed hosts
- ipc_console_disable // Disable IPC console(s)
- ipc_console_disable_all // Disable all IPC consoles
- ipc_console_enable // Enable IPC console
- ipc_console_show // Show status of IPC consoles
- ip_steam "0" // Overrides IP used to bind Steam port for multihomed hosts
- ip_tv "0" // Overrides IP used to bind TV port for multihomed hosts
- joyadvancedupdate
- joystick "0" // false otherwise.
- joystick_force_disabled "0" // Prevents any and all joystick input for cases where a piece of hardware is incorrectly identified as a joystick an sends bad si
- joystick_force_disabled_set "0" // Sets controllers enabled/disabled just before the config is written.
- joy_accelmax "1"
- joy_accelscale "3"
- joy_accelscalepoly "0"
- joy_advanced "0"
- joy_advaxisr "0"
- joy_advaxisu "0"
- joy_advaxisv "0"
- joy_advaxisx "0"
- joy_advaxisy "0"
- joy_advaxisz "0"
- joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
- joy_autoAimDampenMethod "0"
- joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
- joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
- joy_cfg_preset "1"
- joy_circle_correct "1"
- joy_curvepoint_1 "0"
- joy_curvepoint_2 "0"
- joy_curvepoint_3 "0"
- joy_curvepoint_4 "1"
- joy_curvepoint_end "2"
- joy_diagonalpov "0" // too.
- joy_display_input "0"
- joy_forwardsensitivity "-1"
- joy_forwardthreshold "0"
- joy_gamma "0"
- joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
- joy_lowend "1"
- joy_lowend_linear "0"
- joy_lowmap "1"
- joy_movement_stick "0" // 2 = legacy controls
- joy_name "0"
- joy_no_accel_jump "0"
- joy_pitchsensitivity "-1" // joystick pitch sensitivity
- joy_pitchthreshold "0"
- joy_response_look "0" // 1=Acceleration Promotion
- joy_response_look_pitch "1" // 1=Acceleration Promotion
- joy_response_move "1" // 1/sensitivity
- joy_sensitive_step0 "0"
- joy_sensitive_step1 "0"
- joy_sensitive_step2 "0"
- joy_sidesensitivity "1"
- joy_sidethreshold "0"
- joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
- joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
- joy_yawsensitivity "-1" // joystick yaw sensitivity
- joy_yawthreshold "0"
- jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
- kdtree_test // Tests spatial partition for entities queries.
- key_findbinding // Find key bound to specified command string.
- key_listboundkeys // List bound keys with bindings.
- key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
- kick // Kick a player by name.
- kickid // with a message.
- kickid_ex // provide a force-the-kick flag and also assign a message.
- kill // Kills the player with generic damage
- killserver // Shutdown the server.
- killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
- lastinv
- lightcache_maxmiss "2"
- lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
- light_crosshair // Show texture color at crosshair
- linefile // Parses map leak data from .lin file
- listdemo // List demo file contents.
- listid // Lists banned users.
- listip // List IP addresses on the ban list.
- listissues // List all the issues that can be voted on.
- listmodels // List loaded models.
- listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
- load // Load a saved game.
- loadcommentary
- loader_dump_table
- lobby_voice_chat_enabled "1" // Lobby microphone is enabled when this is set to 1
- locator_split_len "0"
- locator_split_maxwide_percent "0"
- lockMoveControllerRet "0"
- log // and udp < on | off >.
- logaddress_add // Set address and port for remote host <ip:port>.
- logaddress_del // Remove address and port for remote host <ip:port>.
- logaddress_delall // Remove all udp addresses being logged to
- logaddress_list // List all addresses currently being used by logaddress.
- log_color // Set the color of a logging channel.
- log_dumpchannels // Dumps information about all logging channels.
- log_flags // Set the flags on a logging channel.
- log_level // Set the spew level of a logging channel.
- lookspring "0"
- lookstrafe "0"
- loopsingleplayermaps "0"
- map // Start playing on specified map.
- mapcycledisabled "0" // repeats the same map after each match instead of using the map cycle
- mapgroup // Specify a map group
- mapoverview_allow_client_draw "0" // Allow a client to draw on the map overview
- maps // Displays list of maps.
- map_background // Runs a map as the background to the main menu.
- map_commentary // on a specified map.
- map_edit
- map_setbombradius // Sets the bomb radius for the map.
- map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
- map_showspawnpoints // Shows player spawn points (red=invalid). Optionally pass in the duration.
- mat_accelerate_adjust_exposure_down "40"
- mat_ambient_light_b "0"
- mat_ambient_light_g "0"
- mat_ambient_light_r "0"
- mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
- mat_autoexposure_max "2"
- mat_autoexposure_max_multiplier "1"
- mat_autoexposure_min "0"
- mat_bloomamount_rate "0"
- mat_bumpbasis "0"
- mat_camerarendertargetoverlaysize "128"
- mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
- mat_colorcorrection "1"
- mat_configcurrent // show the current video control panel config for the material system
- mat_crosshair // Display the name of the material under the crosshair
- mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
- mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
- mat_crosshair_printmaterial // print the material under the crosshair
- mat_crosshair_reloadmaterial // reload the material under the crosshair
- mat_custommaterialusage // Show memory usage for custom weapon materials.
- mat_debugalttab "0"
- mat_debug_bloom "0"
- mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
- mat_disable_bloom "0"
- mat_displacementmap "1"
- mat_drawflat "0"
- mat_drawgray "0"
- mat_drawwater "1"
- mat_dynamiclightmaps "0"
- mat_dynamicPaintmaps "0"
- mat_dynamic_tonemapping "1"
- mat_edit // Bring up the material under the crosshair in the editor
- mat_exposure_center_region_x "0"
- mat_exposure_center_region_y "0"
- mat_fastclip "0"
- mat_fastnobump "0"
- mat_fillrate "0"
- mat_forcedynamic "0"
- mat_force_bloom "0"
- mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
- mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
- mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
- mat_force_tonemap_scale "0"
- mat_frame_sync_enable "1"
- mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
- mat_fullbright "0"
- mat_hdr_enabled // Report if HDR is enabled for debugging
- mat_hdr_uncapexposure "0"
- mat_hsv "0"
- mat_info // Shows material system info
- mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
- mat_loadtextures "1"
- mat_local_contrast_edge_scale_override "-1000"
- mat_local_contrast_midtone_mask_override "-1"
- mat_local_contrast_scale_override "0"
- mat_local_contrast_vignette_end_override "-1"
- mat_local_contrast_vignette_start_override "-1"
- mat_lpreview_mode "-1"
- mat_luxels "0"
- mat_measurefillrate "0"
- mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
- mat_monitorgamma_tv_enabled "0"
- mat_morphstats "0"
- mat_norendering "0"
- mat_normalmaps "0"
- mat_normals "0"
- mat_postprocess_enable "1"
- mat_powersavingsmode "0" // Power Savings Mode
- mat_proxy "0"
- mat_queue_mode "-1" // 2=queued
- mat_queue_priority "1"
- mat_queue_report "0" // Report thread stalls. Positive number will filter by stalls >= time in ms. -1 reports all locks.
- mat_reloadallcustommaterials // Reloads all custom materials
- mat_reloadallmaterials // Reloads all materials
- mat_reloadmaterial // Reloads a single material
- mat_reloadtextures // Reloads all textures
- mat_remoteshadercompile "127"
- mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
- mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
- mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
- mat_reversedepth "0"
- mat_savechanges // saves current video configuration to the registry
- mat_setvideomode // windowed state of the material system
- mat_shadercount // display count of all shaders and reset that count
- mat_showcamerarendertarget "0"
- mat_showframebuffertexture "0"
- mat_showlowresimage "0"
- mat_showmaterials // Show materials.
- mat_showmaterialsverbose // Show materials (verbose version).
- mat_showmiplevels "0" // 1: everything else
- mat_showtextures // Show used textures.
- mat_showwatertextures "0"
- mat_show_histogram "0"
- mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
- mat_softwareskin "0"
- mat_spewalloc "0"
- mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
- mat_stub "0"
- mat_surfaceid "0"
- mat_surfacemat "0"
- mat_tessellationlevel "6"
- mat_tessellation_accgeometrytangents "0"
- mat_tessellation_cornertangents "1"
- mat_tessellation_update_buffers "1"
- mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
- mat_texture_list_exclude // save - saves exclude list file
- mat_texture_list_txlod // -1 to dec resolution
- mat_texture_list_txlod_sync // save - saves all changes to material content files
- mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
- mat_updateconvars // updates the video config convars
- mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
- mat_viewportupscale "1" // Scale the viewport back up
- mat_wireframe "0"
- mat_yuv "0"
- maxplayers // Change the maximum number of players allowed on this server.
- mc_accel_band_size "0" // Percentage of half the screen width or height.
- mc_dead_zone_radius "0" // 0 to 0.9. 0 being just around the center of the screen and 1 being the edges of the screen.
- mc_max_pitchrate "100" // (degrees/sec)
- mc_max_yawrate "230" // (degrees/sec)
- mdlcache_dump_dictionary_state // Dump the state of the MDLCache Dictionary.
- memory // Print memory stats.
- mem_compact
- mem_dump // Dump memory stats to text file.
- mem_dumpvballocs // Dump VB memory allocation stats.
- mem_eat
- mem_incremental_compact
- mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
- mem_test
- mem_vcollide // Dumps the memory used by vcollides
- mem_verify // Verify the validity of the heap
- menuselect // menuselect
- minisave // Saves game (for current level only!)
- mm_csgo_community_search_players_min "3" // When performing CSGO community matchmaking look for servers with at least so many human players
- mm_datacenter_debugprint // Shows information retrieved from data center
- mm_debugprint // Show debug information about current matchmaking session
- mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
- mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
- mm_dlc_debugprint // Shows information about dlc
- mm_queue_show_stats // Display global server stats
- mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
- mm_session_search_ping_buckets "4"
- mm_session_search_qos_timeout "15"
- mod_combiner_info // debug spew for Combiner Info
- mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
- mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
- molotov_throw_detonate_time "2"
- motdfile "0" // The MOTD file to load.
- movie_fixwave // etc.
- mp_afterroundmoney "0" // amount of money awared to every player after each round
- mp_autokick "1" // Kick idle/team-killing/team-damaging players
- mp_autoteambalance "1"
- mp_backup_restore_list_files // accepts a numeric parameter to limit the number o
- mp_backup_restore_load_autopause "1" // Whether to automatically pause the match after restoring round data from backup
- mp_backup_restore_load_file // scores and team scores; resets to the next round after the backup
- mp_backup_round_auto "1" // If enabled will keep in-memory backups to handle reconnecting players even if the backup files arent written to disk
- mp_backup_round_file "0" // If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor
- mp_backup_round_file_last "0" // Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.
- mp_backup_round_file_pattern "0" // e.g.%prefix%_%date%_%time%_%team1%_
- mp_buytime "90" // How many seconds after round start players can buy items for.
- mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
- mp_buy_anywhere "0" // not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_buy_during_immunity "0" // ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_c4timer "45" // how long from when the C4 is armed until it blows
- mp_competitive_endofmatch_extra_time "15" // After a competitive match finishes rematch voting extra time is given for rankings.
- mp_ct_default_grenades "0" // separate each weapon class with a space like thi
- mp_ct_default_melee "0" // it shou
- mp_ct_default_primary "0" // The default primary (rifle) weapon that the CTs will spawn with
- mp_ct_default_secondary "0" // The default secondary (pistol) weapon that the CTs will spawn with
- mp_deathcam_skippable "1" // Determines whether a player can early-out of the deathcam.
- mp_death_drop_c4 "1" // Whether c4 is droppable
- mp_death_drop_defuser "1" // Drop defuser on player death
- mp_death_drop_grenade "2" // 2=current or best
- mp_death_drop_gun "1" // 2=current or best
- mp_default_team_winner_no_objective "-1" // the value of this convar will declare the winner when the time run
- mp_defuser_allocation "0" // 2=everyone
- mp_disable_autokick // Prevents a userid from being auto-kicked
- mp_display_kill_assists "1" // Whether to display and score player assists
- mp_dm_bonus_length_max "30" // Maximum time the bonus time will last (in seconds)
- mp_dm_bonus_length_min "30" // Minimum time the bonus time will last (in seconds)
- mp_dm_bonus_percent "50" // Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
- mp_dm_time_between_bonus_max "40" // Maximum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_dm_time_between_bonus_min "30" // Minimum time a bonus time will start after the round start or after the last bonus (in seconds)
- mp_do_warmup_offine "0" // Whether or not to do a warmup period at the start of a match in an offline (bot) match.
- mp_do_warmup_period "1" // Whether or not to do a warmup period at the start of a match.
- mp_dump_timers // Prints round timers to the console for debugging
- mp_endmatch_votenextleveltime "20" // players have this much time to vote on the next map at match end.
- mp_endmatch_votenextmap "1" // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up
- mp_endmatch_votenextmap_keepcurrent "1" // the current map is not guaranteed to be in the
- mp_forcecamera "1" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_
- mp_forcerespawnplayers // Force all players to respawn.
- mp_forcewin // Forces team to win
- mp_force_assign_teams "0" // it is auto assinged.
- mp_force_pick_time "15" // The amount of time a player has on the team screen to make a selection before being auto-teamed
- mp_freezetime "6" // how many seconds to keep players frozen when the round starts
- mp_free_armor "0" // Determines whether armor and helmet are given automatically.
- mp_friendlyfire "0" // Allows team members to injure other members of their team
- mp_ggprogressive_random_weapon_kills_needed "2" // this is the number of kills needed with each weapon
- mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
- mp_ggprogressive_use_random_weapons "1" // selects random weapons from set categories for the progression order
- mp_ggtr_bomb_defuse_bonus "1" // Number of bonus upgrades to award the CTs when they defuse a gun game bomb
- mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
- mp_ggtr_bomb_pts_for_flash "4" // Kill points required in a round to get a bonus flash grenade
- mp_ggtr_bomb_pts_for_he "3" // Kill points required in a round to get a bonus HE grenade
- mp_ggtr_bomb_pts_for_molotov "5" // Kill points required in a round to get a bonus molotov cocktail
- mp_ggtr_bomb_pts_for_upgrade "2" // Kill points required to upgrade a players weapon
- mp_ggtr_bomb_respawn_delay "0" // Number of seconds to delay before making the bomb available to a respawner in gun game
- mp_ggtr_end_round_kill_bonus "1" // Number of bonus points awarded in Demolition Mode when knife kill ends round
- mp_ggtr_halftime_delay "0" // Number of seconds to delay during TR Mode halftime
- mp_ggtr_last_weapon_kill_ends_half "0" // End the half and give a team round point when a player makes a kill using the final weapon
- mp_ggtr_num_rounds_autoprogress "3" // Upgrade the players weapon after this number of rounds without upgrading
- mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not.
- mp_halftime "0" // Determines whether the match switches sides in a halftime event.
- mp_halftime_duration "15" // Number of seconds that halftime lasts
- mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
- mp_hostages_max "2" // Maximum number of hostages to spawn.
- mp_hostages_rescuetime "1" // Additional time added to round time if a hostage is reached by a CT.
- mp_hostages_run_speed_modifier "1" // slow down hostages by setting this to < 1.0.
- mp_hostages_spawn_farthest "0" // When enabled will consistently force the farthest hostages to spawn.
- mp_hostages_spawn_force_positions "0" // 6
- mp_hostages_spawn_same_every_round "1" // 1 = same spawns for entire match.
- mp_hostages_takedamage "0" // Whether or not hostages can be hurt.
- mp_humanteam "0" // T}
- mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
- mp_join_grace_time "2" // Number of seconds after round start to allow a player to join a game
- mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
- mp_logdetail "0" // 3=both)
- mp_match_can_clinch "1" // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
- mp_match_end_changelevel "0" // perform a changelevel even if next map is the same
- mp_match_end_restart "0" // perform a restart instead of loading a new map
- mp_match_restart_delay "15" // Time (in seconds) until a match restarts.
- mp_maxmoney "16000" // maximum amount of money allowed in a players account
- mp_maxrounds "0" // max number of rounds to play before server changes maps
- mp_molotovusedelay "15" // Number of seconds to delay before the molotov can be used after acquiring it
- mp_overtime_enable "0" // use overtime rules to determine winner
- mp_overtime_halftime_pausetimer "0" // If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t
- mp_overtime_maxrounds "6" // When overtime is enabled play additional rounds to determine winner
- mp_overtime_startmoney "10000" // Money assigned to all players at start of every overtime half
- mp_pause_match // Pause the match in the next freeze time
- mp_playercashawards "1" // Players can earn money by performing in-game actions
- mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
- mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
- mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
- mp_radar_showall "0" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
- mp_randomspawn "0" // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
- mp_randomspawn_los "1" // determines whether to test Line of Sight when spawning.
- mp_respawnwavetime_ct "10" // Time between respawn waves for CTs.
- mp_respawnwavetime_t "10" // Time between respawn waves for Terrorists.
- mp_respawn_immunitytime "4" // How many seconds after respawn immunity lasts.
- mp_respawn_on_death_ct "0" // counter-terrorists will respawn after dying.
- mp_respawn_on_death_t "0" // terrorists will respawn after dying.
- mp_restartgame "0" // game will restart in the specified number of seconds
- mp_roundtime "5" // How many minutes each round takes.
- mp_roundtime_defuse "0" // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead.
- mp_roundtime_hostage "0" // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead.
- mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
- mp_scrambleteams // Scramble the teams and restart the game
- mp_solid_teammates "1" // Determines whether teammates are solid or not.
- mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
- mp_spectators_max "2" // How many spectators are allowed in a match.
- mp_spec_swapplayersides "0" // Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
- mp_startmoney "800" // amount of money each player gets when they reset
- mp_swapteams // Swap the teams and restart the game
- mp_switchteams // Switch teams and restart the game
- mp_td_dmgtokick "300" // The damage threshhold players have to exceed in a match to get kicked.
- mp_td_dmgtowarn "200" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
- mp_td_spawndmgthreshold "50" // The damage threshold players have to exceed at the start of the round to be warned/kick.
- mp_teamcashawards "1" // Teams can earn money by performing in-game actions
- mp_teamflag_1 "0" // Enter a countrys alpha 2 code to show that flag next to team 1s name in the spectator scoreboard.
- mp_teamflag_2 "0" // Enter a countrys alpha 2 code to show that flag next to team 2s name in the spectator scoreboard.
- mp_teammatchstat_1 "0" // A non-empty string sets first teams match stat.
- mp_teammatchstat_2 "0" // A non-empty string sets second teams match stat.
- mp_teammatchstat_cycletime "45" // Cycle match stats after so many seconds
- mp_teammatchstat_holdtime "5" // Decide on a match stat and hold it additionally for at least so many seconds
- mp_teammatchstat_txt "0" // e.g. Match 2 of 3.
- mp_teammates_are_enemies "0" // your teammates act as enemies and all players are valid targets.
- mp_teamname_1 "0" // A non-empty string overrides the first teams name.
- mp_teamname_2 "0" // A non-empty string overrides the second teams name.
- mp_teamprediction_pct "0" // A value between 1 and 99 will show predictions in favor of CT team.
- mp_teamprediction_txt "0" // A value between 1 and 99 will set predictions in favor of first team.
- mp_timelimit "5" // game time per map in minutes
- mp_tkpunish "0" // 1=yes}
- mp_tournament_restart // Restart Tournament Mode on the current level.
- mp_t_default_grenades "0" // separate each weapon class with a space like this
- mp_t_default_melee "0" // The default melee weapon that the Ts will spawn with
- mp_t_default_primary "0" // The default primary (rifle) weapon that the Ts will spawn with
- mp_t_default_secondary "0" // The default secondary (pistol) weapon that the Ts will spawn with
- mp_unpause_match // Resume the match
- mp_use_respawn_waves "0" // they will respawn in waves.
- mp_verbose_changelevel_spew "1"
- mp_warmuptime "30" // How long the warmup period lasts. Changing this value resets warmup.
- mp_warmuptime_all_players_connected "60" // Warmup time to use when all players have connected in official competitive. 0 to disable.
- mp_warmup_end // End warmup immediately.
- mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
- mp_warmup_start // Start warmup.
- mp_weapons_allow_map_placed "0" // the game will not delete weapons placed in the map.
- mp_weapons_allow_randomize "0" // If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon
- mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not.
- mp_weapons_glow_on_ground "0" // weapons on the ground will have a glow around them.
- mp_win_panel_display_time "3" // The amount of time to show the win panel between matches / halfs
- ms_player_dump_properties // Prints a dump the current players property data
- multvar // Multiply specified convar value.
- muzzleflash_light "1"
- m_customaccel "3" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
- m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
- m_customaccel_max "0" // 0 for no limit
- m_customaccel_scale "0" // Custom mouse acceleration value.
- m_forward "1" // Mouse forward factor.
- m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
- m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
- m_mousespeed "1" // 2 to enable secondary threshold
- m_pitch "0" // Mouse pitch factor.
- m_rawinput "1" // Use Raw Input for mouse input.
- m_side "0" // Mouse side factor.
- m_yaw "0" // Mouse yaw factor.
- name "0" // Current user name
- nav_add_to_selected_set // Add current area to the selected set.
- nav_add_to_selected_set_by_id // Add specified area id to the selected set.
- nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
- nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
- nav_area_max_size "50" // Max area size created in nav generation
- nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
- nav_begin_area // drag the opposite corner to the desired location and
- nav_begin_deselecting // Start continuously removing from the selected set.
- nav_begin_drag_deselecting // Start dragging a selection area.
- nav_begin_drag_selecting // Start dragging a selection area.
- nav_begin_selecting // Start continuously adding to the selected set.
- nav_begin_shift_xy // Begin shifting the Selected Set.
- nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
- nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
- nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
- nav_check_floor // Updates the blocked/unblocked status for every nav area.
- nav_check_stairs // Update the nav mesh STAIRS attribute
- nav_chop_selected // Chops all selected areas into their component 1x1 areas
- nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
- nav_clear_selected_set // Clear the selected set.
- nav_clear_walkable_marks // Erase any previously placed walkable positions.
- nav_compress_id // Re-orders area and ladder IDs so they are continuous.
- nav_connect // then invoke the connect command. Note that this creates a
- nav_coplanar_slope_limit "0"
- nav_coplanar_slope_limit_displacement "0"
- nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
- nav_corner_lower // Lower the selected corner of the currently marked Area.
- nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
- nav_corner_raise // Raise the selected corner of the currently marked Area.
- nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
- nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
- nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
- nav_crouch // Toggles the must crouch in this area flag used by the AI system.
- nav_debug_blocked "0"
- nav_delete // Deletes the currently highlighted Area.
- nav_delete_marked // Deletes the currently marked Area (if any).
- nav_disconnect // then invoke the disconnect command. This will remove all connec
- nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
- nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
- nav_draw_limit "500" // The maximum number of areas to draw in edit mode
- nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
- nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
- nav_end_deselecting // Stop continuously removing from the selected set.
- nav_end_drag_deselecting // Stop dragging a selection area.
- nav_end_drag_selecting // Stop dragging a selection area.
- nav_end_selecting // Stop continuously adding to the selected set.
- nav_end_shift_xy // Finish shifting the Selected Set.
- nav_flood_select // use this command again.
- nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
- nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
- nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
- nav_generate_incremental_range "2000"
- nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
- nav_gen_cliffs_approx // post-processing approximation
- nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
- nav_ladder_flip // Flips the selected ladders direction.
- nav_load // Loads the Navigation Mesh for the current map.
- nav_lower_drag_volume_max // Lower the top of the drag select volume.
- nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
- nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
- nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
- nav_mark_attribute // Set nav attribute for all areas in the selected set.
- nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
- nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
- nav_max_view_distance "0" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
- nav_max_vis_delta_list_length "64"
- nav_merge // and invoke the merge comm
- nav_merge_mesh // Merges a saved selected set into the current mesh.
- nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
- nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
- nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
- nav_place_list // Lists all place names used in the map.
- nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
- nav_place_replace // Replaces all instances of the first place with the second place.
- nav_place_set // Sets the Place of all selected areas to the current Place.
- nav_potentially_visible_dot_tolerance "0"
- nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
- nav_quicksave "0" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
- nav_raise_drag_volume_max // Raise the top of the drag select volume.
- nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
- nav_recall_selected_set // Re-selects the stored selected set.
- nav_remove_from_selected_set // Remove current area from the selected set.
- nav_remove_jump_areas // replacing them with connections.
- nav_run // Toggles the traverse this area by running flag used by the AI system.
- nav_save // Saves the current Navigation Mesh to disk.
- nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
- nav_selected_set_border_color "-16751516" // Color used to draw the selected set borders while editing.
- nav_selected_set_color "1623785472.000" // Color used to draw the selected set background while editing.
- nav_select_blocked_areas // Adds all blocked areas to the selected set
- nav_select_damaging_areas // Adds all damaging areas to the selected set
- nav_select_half_space // Selects any areas that intersect the given half-space.
- nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
- nav_select_obstructed_areas // Adds all obstructed areas to the selected set
- nav_select_overlapping // Selects nav areas that are overlapping others.
- nav_select_radius // Adds all areas in a radius to the selection set
- nav_select_stairs // Adds all stairway areas to the selected set
- nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
- nav_shift // Shifts the selected areas by the specified amount
- nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
- nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
- nav_show_compass "0"
- nav_show_continguous "0" // Highlight non-contiguous connections
- nav_show_danger "0" // Show current danger levels.
- nav_show_light_intensity "0"
- nav_show_nodes "0"
- nav_show_node_grid "0"
- nav_show_node_id "0"
- nav_show_player_counts "0" // Show current player counts in each area.
- nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
- nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
- nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
- nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
- nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
- nav_solid_props "0" // Make props solid to nav generation/editing
- nav_splice // connected area between them.
- nav_split // align the split line using your cursor and invoke the split command.
- nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
- nav_stand // Toggles the stand while hiding flag used by the AI system.
- nav_stop // Toggles the must stop when entering this area flag used by the AI system.
- nav_store_selected_set // Stores the current selected set for later retrieval.
- nav_strip // and Encounter Spots from the current Area.
- nav_subdivide // Subdivides all selected areas.
- nav_test_node "0"
- nav_test_node_crouch "0"
- nav_test_node_crouch_dir "4"
- nav_test_stairs // Test the selected set for being on stairs
- nav_toggle_deselecting // Start or stop continuously removing from the selected set.
- nav_toggle_in_selected_set // Remove current area from the selected set.
- nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
- nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
- nav_toggle_selected_set // Toggles all areas into/out of the selected set.
- nav_toggle_selecting // Start or stop continuously adding to the selected set.
- nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
- nav_unmark // Clears the marked Area or Ladder.
- nav_update_blocked // Updates the blocked/unblocked status for every nav area.
- nav_update_lighting // Recomputes lighting values
- nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
- nav_use_place // the current Place is set.
- nav_walk // Toggles the traverse this area by walking flag used by the AI system.
- nav_warp_to_mark // Warps the player to the marked area.
- nav_world_center // Centers the nav mesh in the world
- net_allow_multicast "1"
- net_blockmsg "0" // Discards incoming message: <0|1|name>
- net_channels // Shows net channel info
- net_droponsendoverflow "0" // channel will drop client when sending too much data causes buffer overrun
- net_droppackets "0" // Drops next n packets on client
- net_dumpeventstats // Dumps out a report of game event network usage
- net_earliertempents "0"
- net_fakejitter "0" // Jitter fakelag packet time
- net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
- net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
- net_graph "0"
- net_graphheight "65" // Height of netgraph panel
- net_graphholdsvframerate "0" // Hold worst case in server framerate line.
- net_graphmsecs "400" // The latency graph represents this many milliseconds.
- net_graphpos "1"
- net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
- net_graphshowinterp "1" // Draw the interpolation graph.
- net_graphshowlatency "1" // Draw the ping/packet loss graph.
- net_graphshowsvframerate "0" // Draw the server framerate graph.
- net_graphsolid "1"
- net_graphtext "1" // Draw text fields
- net_maxroutable "1200" // Requested max packet size before packets are split.
- net_public_adr "0" // this is the public facing ip address string: (x.x.x.x
- net_scale "5"
- net_showreliablesounds "0"
- net_showsplits "0" // Show info about packet splits
- net_showudp "0" // Dump UDP packets summary to console
- net_showudp_oob "0" // Dump OOB UDP packets summary to console
- net_showudp_remoteonly "0" // Dump non-loopback udp only
- net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
- net_start // Inits multiplayer network sockets
- net_status // Shows current network status
- net_steamcnx_allowrelay "1" // Allow steam connections to attempt to use relay servers as fallback (best if specified on command line: +net_steamcnx_allowrel
- net_steamcnx_enabled "1" // 2 forces use of steam connections instead of raw UDP.
- net_steamcnx_status // Print status of steam connection sockets.
- net_threaded_socket_burst_cap "256" // Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
- net_threaded_socket_recovery_rate "6400" // Number of packets per second that threaded socket pump algorithm allows from client.
- net_threaded_socket_recovery_time "60" // Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
- next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
- nextdemo // Play next demo in sequence.
- nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
- nextmap_print_enabled "0" // When enabled prints next map to clients
- noclip // Toggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
- noclip_fixup "1"
- notarget // Toggle. Player becomes hidden to NPCs.
- npc_ally_deathmessage "1"
- npc_ammo_deplete // Subtracts half of the targets ammo
- npc_bipass // s
- npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
- npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
- npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Argumen
- npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
- npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
- npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
- npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
- npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
- npc_freeze // uses the NPC under the crosshair. Arguments
- npc_freeze_unselected // Freeze all NPCs not selected
- npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
- npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
- npc_heal // Heals the target back to full health
- npc_height_adjust "1" // Enable test mode for ik height adjustment
- npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
- npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
- npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
- npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
- npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
- npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
- npc_set_freeze // uses the NPC under the crosshair. Arguments
- npc_set_freeze_unselected // Freeze all NPCs not selected
- npc_squads // Obsolete. Replaced by npc_combat
- npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
- npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
- npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
- npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
- npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
- npc_thinknow // Trigger NPC to think
- npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
- observer_use
- option_duck_method "0"
- option_speed_method "0"
- paintsplat_bias "0" // Change bias value for computing circle buffer
- paintsplat_max_alpha_noise "0" // Max noise value of circle alpha
- paintsplat_noise_enabled "1"
- panel_test_title_safe "0" // Test vgui panel positioning with title safe indentation
- particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
- particle_test_attach_attachment "0" // Attachment index for attachment mode
- particle_test_attach_mode "0" // follow_origin
- particle_test_file "0" // Name of the particle system to dynamically spawn
- particle_test_start // particle_test_attach_mode and particl
- particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
- password "0" // Current server access password
- path // Show the engine filesystem path.
- pause // Toggle the server pause state.
- perfui // Show/hide the level performance tools UI.
- perfvisualbenchmark
- perfvisualbenchmark_abort
- physics_budget // Times the cost of each active object
- physics_constraints // Highlights constraint system graph for an entity
- physics_debug_entity // Dumps debug info for an entity
- physics_highlight_active // Turns on the absbox for all active physics objects
- physics_report_active // Lists all active physics objects
- physics_select // Dumps debug info for an entity
- phys_debug_check_contacts "0"
- phys_show_active "0"
- picker // pivot and debugging text is displayed for whatever entity the play
- ping // Display ping to server.
- pingserver // Ping a server for info
- pixelvis_debug // Dump debug info
- play // Play a sound.
- playdemo // Play a recorded demo file (.dem ).
- player_botdifflast_s "2"
- player_competitive_maplist7 "0"
- player_debug_print_damage "0" // print amount and type of all damage received by player to console.
- player_gamemodelast_m "0"
- player_gamemodelast_s "2"
- player_gametypelast_m "1"
- player_gametypelast_s "1"
- player_last_leaderboards_filter "2" // Last mode setting in the Leaderboards screen
- player_last_leaderboards_mode "0" // Last mode setting in the Leaderboards screen
- player_last_leaderboards_panel "0" // Last opened panel in the Leaderboards screen
- player_last_medalstats_category "3" // Last selected category on the Medals panel in the Medals & Stats screen
- player_last_medalstats_panel "0" // Last opened panel in the Medals & Stats screen
- player_maplast_m "0"
- player_maplast_s "0"
- player_medalstats_most_recent_time "1377959808.000" // Timestamp of most recently earned achievement displayed on Medals & Stats screen
- player_medalstats_recent_range "432000" // Window (in seconds of recent achievements to show
- player_nevershow_communityservermessage "0"
- player_teamplayedlast "3"
- playflush // reloading from disk in case of changes.
- playgamesound // Play a sound from the game sounds txt file
- playsoundscape // Forces a soundscape to play
- playvideo // Plays a video: <filename> [width height]
- playvideo_end_level_transition // Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>
- playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_exitcommand_nointerrupt // Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
- playvideo_nointerrupt // Plays a video without ability to skip: <filename> [width height]
- playvol // Play a sound at a specified volume.
- play_distance "1" // Set to 1:2 foot or 2:10 foot presets.
- play_with_friends_enabled "1"
- plugin_load // plugin_load <filename> : loads a plugin
- plugin_pause // plugin_pause <index> : pauses a loaded plugin
- plugin_pause_all // pauses all loaded plugins
- plugin_print // Prints details about loaded plugins
- plugin_unload // plugin_unload <index> : unloads a plugin
- plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
- plugin_unpause_all // unpauses all disabled plugins
- post_jump_crouch "0" // This determines how long the third person player character will crouch for after landing a jump. This only affects the third p
- press_x360_button // d[own])
- print_colorcorrection // Display the color correction layer information.
- print_mapgroup // Prints the current mapgroup and the contained maps
- print_mapgroup_sv // Prints the current mapgroup and the contained maps
- progress_enable
- prop_crosshair // Shows name for prop looking at
- prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
- prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
- pwatchent "-1" // Entity to watch for prediction system changes.
- pwatchvar "0" // Entity variable to watch in prediction system for changes.
- quit // Exit the engine.
- quit_prompt // Exit the engine.
- radarvisdistance "1000" // at this distance and beyond you need to be point right at someone to see them
- radarvismaxdot "0" // how closely you have to point at someone to see them beyond max distance
- radarvismethod "1" // 1 for more realistic method
- radarvispow "0" // and still see them on radar.
- radio1 // Opens a radio menu
- radio2 // Opens a radio menu
- radio3 // Opens a radio menu
- rangefinder // rangefinder
- rate "80000" // Max bytes/sec the host can receive data
- rcon // Issue an rcon command.
- rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
- rcon_password "0" // remote console password.
- rebuy // Attempt to repurchase items with the order listed in cl_rebuy
- recompute_speed // Recomputes clock speed (for debugging purposes).
- record // Record a demo.
- reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
- reload_vjobs // reload vjobs module
- remote_bug // Starts a bug report with data from the currently connected rcon machine
- removeallids // Remove all user IDs from the ban list.
- removeid // Remove a user ID from the ban list.
- removeip // Remove an IP address from the ban list.
- render_blanks // render N blank frames
- report_cliententitysim "0" // List all clientside simulations and time - will report and turn itself off.
- report_clientthinklist "0" // List all clientside entities thinking and time - will report and turn itself off.
- report_entities // Lists all entities
- report_simthinklist // Lists all simulating/thinking entities
- report_soundpatch // reports sound patch count
- report_touchlinks // Lists all touchlinks
- reset_expo // and end the round
- reset_gameconvars // Reset a bunch of game convars to default values
- respawn_entities // Respawn all the entities in the map.
- restart // Restart the game on the same level (add setpos to jump to current view position on restart).
- retry // Retry connection to last server.
- rope_min_pixel_diameter "2"
- rr_followup_maxdist "1800" // then ANY or then ALL response followups will be dispatched only to characters within this distance.
- rr_forceconcept // fire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> criteria1:value1,criteria2:va
- rr_reloadresponsesystems // Reload all response system scripts.
- rr_remarkables_enabled "1" // polling for info_remarkables and issuances of TLK_REMARK is enabled.
- rr_remarkable_max_distance "1200" // AIs will not even consider remarkarbles that are more than this many units away.
- rr_remarkable_world_entities_replay_limit "1" // TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
- rr_thenany_score_slop "0" // all rule-matching scores within this much of the best score will be considere
- r_AirboatViewDampenDamp "1"
- r_AirboatViewDampenFreq "7"
- r_AirboatViewZHeight "0"
- r_alphafade_usefov "1" // Account for FOV when computing an entitys distance-based alpha fade
- r_ambientfraction "0" // Fraction of direct lighting used to boost lighting when model requests
- r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
- r_avglight "1"
- r_avglightmap "0"
- r_brush_queue_mode "0"
- r_cheapwaterend
- r_cheapwaterstart
- r_cleardecals // Usage r_cleardecals <permanent>.
- r_ClipAreaFrustums "1"
- r_ClipAreaPortals "1"
- r_colorstaticprops "0"
- r_debugcheapwater "0"
- r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
- r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
- r_disable_distance_fade_on_big_props "0" // Completely disable distance fading on large props
- r_disable_distance_fade_on_big_props_thresh "48000" // Distance prop fade disable threshold size
- r_disable_update_shadow "1"
- r_DispBuildable "0"
- r_DispWalkable "0"
- r_dlightsenable "1"
- r_drawallrenderables "0" // even ones inside solid leaves.
- r_DrawBeams "1" // 2=Wireframe
- r_drawbrushmodels "1" // 2=Wireframe
- r_drawclipbrushes "0" // purple=NPC)
- r_drawdecals "1" // Render decals.
- r_DrawDisp "1" // Toggles rendering of displacment maps
- r_drawentities "1"
- r_drawfuncdetail "1" // Render func_detail
- r_drawleaf "-1" // Draw the specified leaf.
- r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
- r_drawlightinfo "0"
- r_drawlights "0"
- r_DrawModelLightOrigin "0"
- r_drawmodelstatsoverlay "0"
- r_drawmodelstatsoverlaydistance "500"
- r_drawmodelstatsoverlayfilter "-1"
- r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
- r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
- r_drawopaquerenderables "1"
- r_drawopaqueworld "1"
- r_drawothermodels "1" // 2=Wireframe
- r_drawparticles "1" // Enable/disable particle rendering
- r_DrawPortals "0"
- r_DrawRain "1" // Enable/disable rain rendering.
- r_drawrenderboxes "0" // (0 - off) (1 - Draws the bounding box of entities) (2 - Draws the axis aligned bounding box used for culling) (3 - draws both b
- r_drawropes "1"
- r_drawscreenoverlay "1"
- r_drawskybox "1"
- r_drawsprites "1"
- r_drawstaticprops "1" // 2=Wireframe
- r_drawtracers "1"
- r_drawtracers_firstperson "1" // Toggle visibility of first person weapon tracers
- r_drawtracers_movetonotintersect "1"
- r_drawtranslucentrenderables "1"
- r_drawtranslucentworld "1"
- r_drawunderwateroverlay "0"
- r_drawvgui "1" // Enable the rendering of vgui panels
- r_drawviewmodel "1"
- r_drawworld "1" // Render the world.
- r_dscale_basefov "90"
- r_dscale_fardist "2000"
- r_dscale_farscale "4"
- r_dscale_neardist "100"
- r_dscale_nearscale "1"
- r_dynamic "1"
- r_dynamiclighting "1"
- r_eyegloss "1"
- r_eyemove "1"
- r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- r_eyewaterepsilon "7"
- r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
- r_flashlightambient "0"
- r_flashlightbacktraceoffset "0"
- r_flashlightbrightness "0"
- r_flashlightclip "0"
- r_flashlightconstant "0"
- r_flashlightdrawclip "0"
- r_flashlightfar "750"
- r_flashlightfov "53"
- r_flashlightladderdist "40"
- r_flashlightlinear "100"
- r_flashlightlockposition "0"
- r_flashlightmuzzleflashfov "120"
- r_flashlightnear "4"
- r_flashlightnearoffsetscale "1"
- r_flashlightoffsetforward "0"
- r_flashlightoffsetright "5"
- r_flashlightoffsetup "-5"
- r_flashlightquadratic "0"
- r_flashlightshadowatten "0"
- r_flashlightvisualizetrace "0"
- r_flushlod // Flush and reload LODs.
- r_hwmorph "0"
- r_itemblinkmax "0"
- r_itemblinkrate "4"
- r_JeepFOV "90"
- r_JeepViewBlendTo "1"
- r_JeepViewBlendToScale "0"
- r_JeepViewBlendToTime "1"
- r_JeepViewDampenDamp "1"
- r_JeepViewDampenFreq "7"
- r_JeepViewZHeight "10"
- r_lightcachecenter "1"
- r_lightcachemodel "-1"
- r_lightcache_invalidate
- r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
- r_lightcache_radiusfactor "1000" // Allow lights to influence lightcaches beyond the lights radii
- r_lightinterp "5" // 0 turns off interpolation
- r_lightmap "-1"
- r_lightstyle "-1"
- r_lightwarpidentity "0"
- r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
- r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
- r_modelAmbientMin "0" // Minimum value for the ambient lighting on dynamic models with more than one bone (like players and their guns).
- r_modelwireframedecal "0"
- r_nohw "0"
- r_nosw "0"
- r_novis "0" // Turn off the PVS.
- r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
- r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
- r_particle_demo "0"
- r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
- r_portalsopenall "0" // Open all portals
- r_PortalTestEnts "1" // Clip entities against portal frustums.
- r_printdecalinfo
- r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
- r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
- r_rainalpha "0"
- r_rainalphapow "0"
- r_RainCheck "0" // Enable/disable IsInAir() check for rain drops?
- r_RainDebugDuration "0" // Shows rain tracelines for this many seconds (0 disables)
- r_raindensity "0"
- r_RainHack "0"
- r_rainlength "0"
- r_RainProfile "0" // Enable/disable rain profiling.
- r_RainRadius "1500"
- r_RainSideVel "130" // How much sideways velocity rain gets.
- r_RainSimulate "1" // Enable/disable rain simulation.
- r_rainspeed "600"
- r_RainSplashPercentage "20"
- r_rainwidth "0"
- r_randomflex "0"
- r_rimlight "1"
- r_ropes_holiday_light_color // Set each lights color: [light0-3] [r0-255] [g0-255] [b0-255]
- r_screenoverlay // Draw specified material as an overlay
- r_shadowangles // Set shadow angles
- r_shadowblobbycutoff // some shadow stuff
- r_shadowcolor // Set shadow color
- r_shadowdir // Set shadow direction
- r_shadowdist // Set shadow distance
- r_shadowfromanyworldlight "0"
- r_shadowfromworldlights_debug "0"
- r_shadowids "0"
- r_shadows_gamecontrol "-1"
- r_shadowwireframe "0"
- r_shadow_debug_spew "0"
- r_shadow_deferred "0" // Toggle deferred shadow rendering
- r_showenvcubemap "0"
- r_showz_power "1"
- r_skin "0"
- r_skybox "1" // Enable the rendering of sky boxes
- r_slowpathwireframe "0"
- r_SnowDebugBox "0" // Snow Debug Boxes.
- r_SnowEnable "1" // Snow Enable
- r_SnowEndAlpha "255" // Snow.
- r_SnowEndSize "0" // Snow.
- r_SnowFallSpeed "1" // Snow fall speed scale.
- r_SnowInsideRadius "256" // Snow.
- r_SnowOutsideRadius "1024" // Snow.
- r_SnowParticles "500" // Snow.
- r_SnowPosScale "1" // Snow.
- r_SnowRayEnable "1" // Snow.
- r_SnowRayLength "8192" // Snow.
- r_SnowRayRadius "256" // Snow.
- r_SnowSpeedScale "1" // Snow.
- r_SnowStartAlpha "25" // Snow.
- r_SnowStartSize "1" // Snow.
- r_SnowWindScale "0" // Snow.
- r_SnowZoomOffset "384" // Snow.
- r_SnowZoomRadius "512" // Snow.
- r_swingflashlight "1"
- r_updaterefracttexture "1"
- r_vehicleBrakeRate "1"
- r_VehicleViewClamp "1"
- r_VehicleViewDampen "1"
- r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
- r_visualizelighttraces "0"
- r_visualizelighttracesshowfulltrace "0"
- r_visualizetraces "0"
- safezonex "1" // The percentage of the screen width that is considered safe from overscan
- safezoney "1" // The percentage of the screen height that is considered safe from overscan
- save // Saves current game.
- save_finish_async
- say // Display player message
- say_team // Display player message to team
- scandemo // Scan a recorded demo file (.dem ) for specific game events and dump data.
- scene_flush // Flush all .vcds from the cache and reload from disk.
- scene_playvcd // Play the given VCD as an instanced scripted scene.
- scene_showfaceto "0" // show the directions of faceto events.
- scene_showlook "0" // show the directions of look events.
- scene_showmoveto "0" // show the end location.
- scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
- screenshot // Take a screenshot.
- script // Run the text as a script
- script_client // Run the text as a script
- script_debug // Connect the vscript VM to the script debugger
- script_debug_client // Connect the vscript VM to the script debugger
- script_dump_all // Dump the state of the VM to the console
- script_dump_all_client // Dump the state of the VM to the console
- script_execute // Run a vscript file
- script_execute_client // Run a vscript file
- script_help // optionally with a search string
- script_help_client // optionally with a search string
- script_reload_code // replacing existing functions with the functions in the run script
- script_reload_entity_code // replacing existing functions with the functions in the run scripts
- script_reload_think // replacing existing functions with the functions in the run script
- sensitivity "6" // Mouse sensitivity.
- servercfgfile "0"
- server_game_time // Gives the game time in seconds (servers curtime)
- setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
- setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
- setinfo // Adds a new user info value
- setmaster // add/remove/enable/disable master servers
- setmodel // Changess players model
- setpause // Set the pause state of the server.
- setpos // Move player to specified origin (must have sv_cheats).
- setpos_exact // Move player to an exact specified origin (must have sv_cheats).
- setpos_player // Move specified player to specified origin (must have sv_cheats).
- sf4_meshcache_stats // Outputs Scaleform 4 mesh cache stats
- sf_ui_tint "1" // The current tint applied to the Scaleform UI
- shake // Shake the screen.
- shake_stop // Stops all active screen shakes.
- shake_testpunch // Test a punch-style screen shake.
- showbudget_texture "0" // Enable the texture budget panel.
- showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
- showconsole // Show the console.
- showinfo // Shows a info panel: <type> <title> <message> [<command number>]
- showpanel // Shows a viewport panel <name>
- showtriggers "0" // Shows trigger brushes
- showtriggers_toggle // Toggle show triggers
- show_loadout_toggle // Toggles loadout display
- singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
- skill "1" // Game skill level (1-3).
- skip_next_map // Skips the next map in the map rotation for the server.
- sk_autoaim_mode "1"
- slot0
- slot1
- slot10
- slot11
- slot2
- slot3
- slot4
- slot5
- slot6
- slot7
- slot8
- slot9
- snapto
- sndplaydelay
- snd_async_flush // Flush all unlocked async audio data
- snd_async_showmem // Show async memory stats
- snd_async_showmem_music // Show async memory stats for just non-streamed music
- snd_async_showmem_summary // Show brief async memory stats
- snd_deathcamera_volume "1" // Relative volume of the death camera music.
- snd_debug_panlaw "0" // Visualize panning crossfade curves
- snd_disable_mixer_duck "0"
- snd_disable_mixer_solo "0"
- snd_duckerattacktime "0"
- snd_duckerreleasetime "2"
- snd_duckerthreshold "0"
- snd_ducking_off "1"
- snd_ducktovolume "0"
- snd_dumpclientsounds // Dump sounds to console
- snd_dump_filepaths
- snd_dvar_dist_max "1320" // Play full far sound at this distance
- snd_dvar_dist_min "240" // Play full near sound at this distance
- snd_filter "0"
- snd_foliage_db_loss "4" // foliage dB loss per 1200 units
- snd_front_headphone_position // Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_front_stereo_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_front_surround_speaker_position // Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_gain "1"
- snd_gain_max "1"
- snd_gain_min "0"
- snd_getmixer // Get data related to mix group matching string
- snd_headphone_pan_exponent // Specifies the exponent for the pan xfade from phone to phone if the exp pan law is being used.
- snd_headphone_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_legacy_surround "0"
- snd_list "0"
- snd_mapobjective_volume "1" // Relative volume of map objective music.
- snd_max_same_sounds "4"
- snd_max_same_weapon_sounds "3"
- snd_menumusic_volume "1" // Relative volume of the main menu music.
- snd_mixahead "0"
- snd_mixer_master_dsp "1"
- snd_mixer_master_level "1"
- snd_musicvolume "0" // Overall music volume
- snd_musicvolume_multiplier_inoverlay "0" // Music volume multiplier when Steam Overlay is active
- snd_music_selection "2" // Tracking rotating music for players with no music packs equipped.
- snd_mute_losefocus "1"
- snd_obscured_gain_dB "-2"
- snd_op_test_convar "1"
- snd_pause_all "1" // Specifies to pause all sounds and not just voice
- snd_pitchquality "1"
- snd_playsounds // Play sounds from the game sounds txt file at a given location
- snd_prefetch_common "1" // Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
- snd_pre_gain_dist_falloff "1"
- snd_print_channels // Prints all the active channel.
- snd_print_channel_by_guid // Prints the content of a channel from its guid. snd_print_channel_by_guid <guid>.
- snd_print_channel_by_index // Prints the content of a channel from its index. snd_print_channel_by_index <index>.
- snd_print_dsp_effect // Prints the content of a dsp effect.
- snd_rear_headphone_position // Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_rear_speaker_scale "1" // How much to scale rear speaker contribution to front stereo output
- snd_rear_stereo_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rear_surround_speaker_position // Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_rebuildaudiocache // rebuild audio cache for current language
- snd_refdb "60" // Reference dB at snd_refdist
- snd_refdist "36" // Reference distance for snd_refdb
- snd_report_format_sound "0" // report all sound formats.
- snd_report_loop_sound "0" // report all sounds that just looped.
- snd_report_start_sound "0" // report all sounds played with S_StartSound(). The sound may not end up being played (if error occurred for example
- snd_report_stop_sound "0" // report all sounds stopped with S_StopSound().
- snd_report_verbose_error "0" // report more error found when playing sounds.
- snd_restart // Restart sound system.
- snd_roundend_volume "1" // Relative volume of round end music.
- snd_roundstart_volume "1" // Relative volume of round start music.
- snd_setmixer // solo.
- snd_setmixlayer // solo.
- snd_setmixlayer_amount // Set named mix layer mix amount.
- snd_setsoundparam // Set a sound paramater
- snd_set_master_volume // Sets the master volume for a channel. snd_set_master_volume <guid> <mastervolume>.
- snd_show "0" // Show sounds info
- snd_showclassname "0"
- snd_showmixer "0"
- snd_showstart "0"
- snd_sos_flush_operators // Flush and re-parse the sound operator system
- snd_sos_list_operator_updates "0"
- snd_sos_print_operators // Prints a list of currently available operators
- snd_sos_show_block_debug "0" // Spew data about the list of block entries.
- snd_sos_show_client_rcv "0"
- snd_sos_show_client_xmit "0"
- snd_sos_show_operator_entry_filter "0"
- snd_sos_show_operator_init "0"
- snd_sos_show_operator_parse "0"
- snd_sos_show_operator_prestart "0"
- snd_sos_show_operator_shutdown "0"
- snd_sos_show_operator_start "0"
- snd_sos_show_operator_stop_entry "0"
- snd_sos_show_operator_updates "0"
- snd_sos_show_queuetotrack "0"
- snd_sos_show_server_xmit "0"
- snd_sos_show_startqueue "0"
- snd_soundmixer_flush // Reload soundmixers.txt file.
- snd_soundmixer_list_mixers // List all mixers to dev console.
- snd_soundmixer_list_mix_groups // List all mix groups to dev console.
- snd_soundmixer_list_mix_layers // List all mix layers to dev console.
- snd_soundmixer_set_trigger_factor // trigger amount.
- snd_stereo_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
- snd_stereo_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_surround_speaker_pan_exponent // Specifies the exponent for the pan xfade from speaker to speaker if the exp pan law is being used.
- snd_surround_speaker_pan_radial_weight // Apply cos(angle) * weight before pan law
- snd_tensecondwarning_volume "1" // Relative volume of ten second warning music.
- snd_updateaudiocache // checks _master.cache based on file sizes and rebuilds any change/new entries
- snd_visualize "0" // Show sounds location in world
- snd_writemanifest // outputs the precache manifest for the current level
- soundfade // Fade client volume.
- soundinfo // Describe the current sound device.
- soundlist // List all known sounds.
- soundscape_debug "0" // red lines show soundscapes that ar
- soundscape_dumpclient // Dumps the clients soundscape data.
- soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
- soundscape_flush // Flushes the server & client side soundscapes
- soundscape_radius_debug "0" // Prints current volume of radius sounds
- speak // Play a constructed sentence.
- spec_allow_roaming "0" // allow free-roaming spectator camera.
- spec_freeze_cinematiclight_b "1"
- spec_freeze_cinematiclight_g "1"
- spec_freeze_cinematiclight_r "1"
- spec_freeze_cinematiclight_scale "2"
- spec_freeze_deathanim_time "0" // The time that the death cam will spend watching the players ragdoll before going into the freeze death cam.
- spec_freeze_distance_max "80" // Maximum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_distance_min "60" // Minimum random distance from the target to stop when framing them in observer freeze cam.
- spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
- spec_freeze_target_fov "42" // The target FOV that the deathcam should use.
- spec_freeze_target_fov_long "90" // The target FOV that the deathcam should use when the cam zoom far away on the target.
- spec_freeze_time "5" // Time spend frozen in observer freeze cam.
- spec_freeze_time_lock "2" // Time players are prevented from skipping the freeze cam
- spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
- spec_freeze_traveltime_long "0" // Time taken to zoom in to frame a target in observer freeze cam when they are far away.
- spec_goto // Move spectator to specified origin and eyes to specified pitch yaw.
- spec_gui // Shows or hides the spectator bar
- spec_hide_players "0" // Toggle the visibility of scoreboard players.
- spec_lerpto // Lerp the spectator camera to specified origin and eyes to specified pitch yaw.
- spec_menu // Activates spectator menu
- spec_mode // Set spectator mode
- spec_next // Spectate next player
- spec_player // Spectate player by index
- spec_player_by_name // Spectate player by name
- spec_pos // dump position and angles to the console
- spec_prev // Spectate previous player ( valid values are 3 to 6 )
- spec_show_xray "1" // you can see player outlines and name IDs through walls - who you can see depends on your team and mode
- spec_usenumberkeys_nobinds "1" // etc).
- spike // generates a fake spike
- spincycle // Cause the engine to spincycle (Debug!!)
- ss_enable "0" // Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
- ss_map // Start playing on specified map with max allowed splitscreen players.
- ss_reloadletterbox // ss_reloadletterbox
- ss_splitmode "0" // 2 - vertical (only allowed in widescr
- startdemos // Play demos in demo sequence.
- startmovie // Start recording movie frames.
- startupmenu // and were not in developer
- star_memory // Dump memory stats
- stats // Prints server performance variables
- status // Display map and connection status.
- stop // Finish recording demo.
- stopdemo // Stop playing back a demo.
- stopsound
- stopsoundscape // Stops all soundscape processing and fades current looping sounds
- stopvideos // Stops all videos playing to the screen
- stopvideos_fadeout // Fades out all videos playing to the screen: <time>
- stop_transition_videos_fadeout // Fades out all transition videos playing to the screen: <time>
- stringtabledictionary // Create dictionary for current strings.
- stuffcmds // Parses and stuffs command line + commands to command buffer.
- suitvolume "0"
- surfaceprop // Reports the surface properties at the cursor
- sv_accelerate "5" // Linear acceleration amount (old value is 5.6)
- sv_accelerate_debug_speed "0"
- sv_accelerate_use_weapon_speed "1"
- sv_airaccelerate "12"
- sv_allowdownload "1" // Allow clients to download files
- sv_allowupload "1" // Allow clients to upload customizations files
- sv_allow_thirdperson "0" // all clients can set t
- sv_allow_votes "1" // Allow voting?
- sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
- sv_alltalk "0" // chat)
- sv_alternateticks "0" // server only simulates entities on even numbered ticks.
- sv_arms_race_vote_to_restart_disallowed_after "0" // Arms Race gun level after which vote to restart is disallowed
- sv_auto_full_alltalk_during_warmup_half_end "1" // at halftime and at the end of the match
- sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
- sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
- sv_broadcast_ugc_downloads "0"
- sv_broadcast_ugc_download_progress_interval "8"
- sv_cheats "0" // Allow cheats on server
- sv_clearhinthistory // Clear memory of server side hints displayed to the player.
- sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
- sv_clockcorrection_msecs "30" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
- sv_coaching_enabled "0" // Allows spectating and communicating with a team ( coach t or coach ct )
- sv_competitive_minspec "1" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
- sv_competitive_official_5v5 "0" // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
- sv_consistency "0" // Whether the server enforces file consistency for critical files
- sv_contact "0" // Contact email for server sysop
- sv_cs_dump_econ_item_stringtable // sv_cs_dump_econ_item_stringtable
- sv_damage_print_enable "1" // Turn this off to disable the players damage feed in the console after getting killed.
- sv_dc_friends_reqd "0" // Set this to 0 to allow direct connects to a game in progress even if no presents are present
- sv_deadtalk "0" // text) to the living
- sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
- sv_debug_ugc_downloads "0"
- sv_disable_observer_interpolation "0" // Disallow interpolating between observer targets on this server.
- sv_downloadurl "0" // Location from which clients can download missing files
- sv_dumpstringtables "0"
- sv_dump_entity_pack_stats // Show stats on entity packing.
- sv_dump_serialized_entities_mem // Dump serialized entity allocations stats.
- sv_enable_delta_packing "0" // b
- sv_footstep_sound_frequency "0" // How frequent to hear the players step sound or how fast they appear to be running from first person.
- sv_forcepreload "1" // Force server side preloading.
- sv_force_transmit_players "1" // Will transmit players to all clients regardless of PVS checks.
- sv_friction "5" // World friction.
- sv_full_alltalk "0" // Any player (including Spectator team) can speak to any other player
- sv_gameinstructor_disable "0" // Force all clients to disable their game instructors.
- sv_game_mode_convars // Display the values of the convars for the current game_mode.
- sv_gravity "800" // World gravity.
- sv_grenade_trajectory "0" // Shows grenade trajectory visualization in-game.
- sv_grenade_trajectory_dash "0" // Dot-dash style grenade trajectory arc
- sv_grenade_trajectory_thickness "0" // Visible thickness of grenade trajectory arc
- sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
- sv_grenade_trajectory_time_spectator "4" // Length of time grenade trajectory remains visible as a spectator.
- sv_hibernate_ms "20" // # of milliseconds to sleep per frame while hibernating
- sv_hibernate_ms_vgui "20" // # of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend
- sv_hibernate_postgame_delay "5" // # of seconds to wait after final client leaves before hibernating.
- sv_hibernate_punt_tv_clients "0" // When enabled will punt all GOTV clients during hibernation
- sv_hibernate_when_empty "1" // Puts the server into extremely low CPU usage mode when no clients connected
- sv_holiday_mode "0" // 2 = Winter
- sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
- sv_infinite_ammo "0" // Players active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
- sv_kick_ban_duration "15" // How long should a kick ban from the server should last (in minutes)
- sv_kick_players_with_cooldown "1" // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any
- sv_lagcompensateself "0" // Player can lag compensate themselves.
- sv_lagcompensationforcerestore "1" // just do it.
- sv_lan "0" // no non-class C addresses )
- sv_logbans "0" // Log server bans in the server logs.
- sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
- sv_logecho "1" // Echo log information to the console.
- sv_logfile "1" // Log server information in the log file.
- sv_logflush "0" // Flush the log file to disk on each write (slow).
- sv_logsdir "0" // Folder in the game directory where server logs will be stored.
- sv_log_onefile "0" // Log server information to only one file.
- sv_matchend_drops_enabled "1" // but drops at the end of the match can be prevented
- sv_matchpause_auto_5v5 "0" // When enabled will automatically pause the match at next freeze time if less than 5 players are connected on each team.
- sv_maxrate "0" // 0 == unlimited
- sv_maxspeed "320"
- sv_maxuptimelimit "0" // the server will exit.
- sv_maxusrcmdprocessticks "16" // 0 to allow no restrictions
- sv_maxusrcmdprocessticks_warning "-1" // negat
- sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
- sv_max_allowed_net_graph "1" // Determines max allowed net_graph value for clients.
- sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
- sv_max_queries_sec_global "500" // Maximum queries per second to respond to from anywhere.
- sv_max_queries_tracked_ips_max "50000" // Window over which to average queries per second averages.
- sv_max_queries_tracked_ips_prune "10" // Window over which to average queries per second averages.
- sv_max_queries_window "10" // Window over which to average queries per second averages.
- sv_memlimit "0" // the server will exit.
- sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
- sv_minrate "5000" // 0 == unlimited
- sv_minupdaterate "10" // Minimum updates per second that the server will allow
- sv_minuptimelimit "0" // the server will continue running regardle
- sv_noclipaccelerate "5"
- sv_noclipduringpause "0" // etc.).
- sv_noclipspeed "5"
- sv_parallel_packentities "1"
- sv_parallel_sendsnapshot "1"
- sv_party_mode "0" // Party!!
- sv_password "0" // Server password for entry into multiplayer games
- sv_pausable "0" // Is the server pausable.
- sv_precacheinfo // Show precache info.
- sv_pure // Show user data.
- sv_pure_checkvpk // CheckPureServerVPKFiles
- sv_pure_consensus "100000000.000" // Minimum number of file hashes to agree to form a consensus.
- sv_pure_finduserfiles // ListPureServerFiles
- sv_pure_kick_clients "1" // it will issue a warning to the client.
- sv_pure_listfiles // ListPureServerFiles
- sv_pure_listuserfiles // ListPureServerFiles
- sv_pure_retiretime "900" // Seconds of server idle time to flush the sv_pure file hash cache.
- sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
- sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
- sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
- sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
- sv_querycache_stats // Display status of the query cache (client only)
- sv_quota_stringcmdspersecond "128" // 0 to disallow all string commands
- sv_rcon_whitelist_address "0" // e.g. 127.0.0.1
- sv_regeneration_force_on "0" // Cheat to test regenerative health systems
- sv_region "-1" // The region of the world to report this server in.
- sv_remove_old_ugc_downloads "1"
- sv_reservation_tickrate_adjustment "0" // Adjust server tickrate upon reservation
- sv_reservation_timeout "45" // Time in seconds before lobby reservation expires.
- sv_search_key "0" // restrict search to only dedicated servers having the same sv_search_key.
- sv_search_team_key "0" // set this key to match with known opponents team
- sv_server_graphic1 "0" // A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_server_graphic2 "0" // A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.
- sv_showbullethits "0"
- sv_showimpacts "0" // 3=server-only)
- sv_showimpacts_penetration "0" // Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
- sv_showimpacts_time "4" // Duration bullet impact indicators remain before disappearing
- sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
- sv_showtags // Describe current gametags.
- sv_show_cull_props "0" // Print out props that are being culled/added by recipent proxies.
- sv_shutdown // Sets the server to shutdown when all games have completed
- sv_skyname "0" // Current name of the skybox texture
- sv_soundemitter_reload // Flushes the sounds.txt system
- sv_soundscape_printdebuginfo // print soundscapes
- sv_spawn_afk_bomb_drop_time "15" // Players that have never moved since they spawned will drop the bomb after this amount of time.
- sv_specaccelerate "5"
- sv_specnoclip "1"
- sv_specspeed "3"
- sv_spec_hear "1" // Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
- sv_staminajumpcost "0" // Stamina penalty for jumping
- sv_staminalandcost "0" // Stamina penalty for landing
- sv_staminamax "80" // Maximum stamina penalty
- sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
- sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
- sv_steamgroup_exclusive "0" // public people will be able to join the ser
- sv_stopspeed "80" // Minimum stopping speed when on ground.
- sv_stressbots "0" // the server calculates data and fills packets to bots. Used for perf testing.
- sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
- sv_ugc_manager_max_new_file_check_interval_secs "1000"
- sv_unlockedchapters "1" // Highest unlocked game chapter.
- sv_validate_edict_change_infos "0" // Verify that edict changeinfos are being calculated properly (used to debug local network backdoor mode).
- sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
- sv_voiceenable "1"
- sv_vote_allow_in_warmup "0" // Allow voting during warmup?
- sv_vote_allow_spectators "0" // Allow spectators to vote?
- sv_vote_command_delay "2" // How long after a vote passes until the action happens
- sv_vote_creation_timer "120" // How often someone can individually call a vote.
- sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
- sv_vote_issue_kick_allowed "1" // Can people hold votes to kick players from the server?
- sv_vote_issue_loadbackup_allowed "1" // Can people hold votes to load match from backup?
- sv_vote_kick_ban_duration "15" // How long should a kick vote ban someone from the server? (in minutes)
- sv_vote_quorum_ratio "0" // The minimum ratio of players needed to vote on an issue to resolve it.
- sv_vote_timer_duration "15" // How long to allow voting on an issue
- sv_workshop_allow_other_maps "1" // users can play other workshop map on this server when it is empty and then mapcycle into th
- sys_antialiasing "1" // Convar used exclusively by the options screen to set anti aliasing levels. Changing this convar manually will have no effect.
- sys_aspectratio "-1" // Convar used exclusively by the options screen to set aspect ratio. Changing this convar manually will have no effect.
- sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
- sys_refldetail "0" // Convar used exclusively by the options screen to set water reflection levels. Changing this convar manually will have no effect
- sys_sound_quality "-1" // Convar used exclusively by the options screen to set sound quality. Changing this convar manually will have no effect.
- teammenu // Show team selection window
- testhudanim // Test a hud element animation. Arguments: <anim name>
- Test_CreateEntity
- test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
- Test_EHandle
- test_entity_blocker // Test command that drops an entity blocker out in front of the player.
- test_freezeframe // Test the freeze frame code.
- Test_InitRandomEntitySpawner
- Test_Loop // Test_Loop <loop name> - loop back to the specified loop start point unconditionally.
- Test_LoopCount // Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.
- Test_LoopForNumSeconds // Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.
- test_outtro_stats
- Test_ProxyToggle_EnableProxy
- Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
- Test_ProxyToggle_SetValue
- Test_RandomChance // 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta
- Test_RandomizeInPVS
- Test_RandomPlayerPosition
- Test_RemoveAllRandomEntities
- Test_RunFrame
- Test_SendKey
- Test_SpawnRandomEntities
- Test_StartLoop // Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.
- Test_StartScript // Start a test script running..
- Test_Wait
- Test_WaitForCheckPoint
- texture_budget_background_alpha "128" // how translucent the budget panel is
- texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
- texture_budget_panel_height "284" // height in pixels of the budget panel
- texture_budget_panel_width "512" // width in pixels of the budget panel
- texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
- texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
- think_limit "10" // warning is printed if this is exceeded.
- thirdperson // Switch to thirdperson camera.
- thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
- threadpool_cycle_reserve // Cycles threadpool reservation by powers of 2
- threadpool_run_tests
- thread_test_tslist
- thread_test_tsqueue
- timedemo // Play a demo and report performance info.
- timedemoquit // and then exit
- timedemo_vprofrecord // Play a demo and report performance info. Also record vprof data for the span of the demo
- timeleft // prints the time remaining in the match
- timerefresh // Profile the renderer.
- toggle // or cycles through a set of values.
- toggleconsole // Show/hide the console.
- toggleLmapPath // toggleLmapPath
- togglescores // Toggles score panel
- toggleShadowPath // Toggles CSM generation method
- toggleUnlitPath // toggleUnlitPath
- toggleVtxLitPath // toggleVtxLitPath
- toolload // Load a tool.
- toolunload // Unload a tool.
- tv_advertise_watchable "0" // clients watching via UI will not need to type password
- tv_allow_camera_man "1" // Auto director allows spectators to become camera man
- tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
- tv_autorecord "0" // Automatically records all games as GOTV demos.
- tv_autoretry "1" // Relay proxies retry connection after network timeout
- tv_chatgroupsize "0" // Set the default chat group size
- tv_chattimelimit "8" // Limits spectators to chat only every n seconds
- tv_clients // Shows list of connected GOTV clients.
- tv_debug "0" // GOTV debug info.
- tv_delay "10" // GOTV broadcast delay in seconds
- tv_delaymapchange "1" // Delays map change until broadcast is complete
- tv_deltacache "2" // Enable delta entity bit stream cache
- tv_dispatchmode "1" // 2=always
- tv_dispatchweight "1" // 1.25 will prefer for every 4 local clients to put 5 clients on every connected
- tv_enable "0" // Activates GOTV on server (0=off;1=on;2=on when reserved)
- tv_encryptdata_key "0" // When set to a valid key communication messages will be encrypted for GOTV
- tv_encryptdata_key_pub "0" // When set to a valid key public communication messages will be encrypted for GOTV
- tv_maxclients "128" // Maximum client number on GOTV server.
- tv_maxclients_relayreserved "0" // Reserves a certain number of GOTV client slots for relays.
- tv_maxrate "128000" // 0 == unlimited
- tv_msg // Send a screen message to all clients.
- tv_name "0" // GOTV host name
- tv_nochat "0" // Dont receive chat messages from other GOTV spectators
- tv_overridemaster "0" // Overrides the GOTV master root address.
- tv_password "0" // GOTV password for all clients
- tv_port "27020" // Host GOTV port
- tv_record // Starts GOTV demo recording.
- tv_relay // Connect to GOTV server and relay broadcast.
- tv_relaypassword "0" // GOTV password for relay proxies
- tv_relayradio "0" // 1=on
- tv_relaytextchat "1" // 2=say+say_team
- tv_relayvoice "1" // 1=on
- tv_retry // Reconnects the GOTV relay proxy.
- tv_snapshotrate "16" // Snapshots broadcasted per second
- tv_status // Show GOTV server status.
- tv_stop // Stops the GOTV broadcast.
- tv_stoprecord // Stops GOTV demo recording.
- tv_timeout "30" // GOTV connection timeout in seconds.
- tv_time_remaining // Print remaining tv broadcast time
- tv_title "0" // Set title for GOTV spectator UI
- tv_transmitall "1" // Transmit all entities (not only director view)
- tweak_ammo_impulses // Allow real-time tweaking of the ammo impulse values.
- ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
- ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
- ui_reloadscheme // Reloads the resource files for the active UI window
- ui_steam_overlay_notification_position "0" // Steam overlay notification position
- ui_workshop_games_expire_minutes "3"
- unbind // Unbind a key.
- unbindall // Unbind all keys.
- unbindalljoystick // Unbind all joystick keys.
- unbindallmousekeyboard // Unbind all mouse / keyboard keys.
- unload_all_addons // Reloads the search paths for game addons.
- unpause // Unpause the game.
- update_addon_paths // Reloads the search paths for game addons.
- use // Use a particular weapon Arguments: <weapon_name>
- user // Show user data.
- users // Show user info for players on server.
- vcollide_wireframe "0" // Render physics collision models in wireframe
- vehicle_flushscript // Flush and reload all vehicle scripts
- version // Print version info string.
- vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
- vgui_drawtree_clear
- vgui_dump_panels // vgui_dump_panels [visible]
- vgui_message_dialog_modal "1"
- vgui_spew_fonts
- vgui_togglepanel // show/hide vgui panel by name.
- viewanim_addkeyframe
- viewanim_create // viewanim_create
- viewanim_load // load animation from file
- viewanim_reset // reset view angles!
- viewanim_save // Save current animation to file
- viewanim_test // test view animation
- viewmodel_fov "60"
- viewmodel_offset_x "1"
- viewmodel_offset_y "1"
- viewmodel_offset_z "-1"
- viewmodel_presetpos "1" // 3:Classic
- view_punch_decay "18" // Decay factor exponent for view punch
- view_recoil_tracking "0" // How closely the view tracks with the aim punch from weapon recoil
- vismon_poll_frequency "0"
- vismon_trace_limit "12"
- vis_force "0"
- vm_debug "0"
- vm_draw_always "0" // 2 - Never draw view models. Should be done before map launches.
- voicerecord_toggle
- voice_caster_enable "0" // account number of caster to enable.
- voice_caster_scale "1"
- voice_enable "1" // Toggle voice transmit and receive.
- voice_forcemicrecord "1"
- voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
- voice_loopback "0"
- voice_mixer_boost "0"
- voice_mixer_mute "0"
- voice_mixer_volume "1"
- voice_modenable "1" // Enable/disable voice in this mod.
- voice_mute // Mute a specific Steam user
- voice_player_speaking_delay_threshold "0"
- voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
- voice_reset_mutelist // Reset all mute information for all players who were ever muted.
- voice_scale "1"
- voice_show_mute // Show whether current players are muted.
- voice_system_enable "1" // Toggle voice system.
- voice_threshold "2000"
- voice_unmute // or `all` to unmute all connected players.
- volume "0" // Sound volume
- voxeltree_box // Vector(max)>.
- voxeltree_playerview // View entities in the voxel-tree at the player position.
- voxeltree_sphere // float(radius)>.
- voxeltree_view // View entities in the voxel-tree.
- vox_reload // Reload sentences.txt file
- vphys_sleep_timeout // set sleep timeout: large values mean stuff wont ever sleep
- vprof // Toggle VProf profiler
- vprof_adddebuggroup1 // add a new budget group dynamically for debugging
- vprof_cachemiss // Toggle VProf cache miss checking
- vprof_cachemiss_off // Turn off VProf cache miss checking
- vprof_cachemiss_on // Turn on VProf cache miss checking
- vprof_child
- vprof_collapse_all // Collapse the whole vprof tree
- vprof_dump_counters // Dump vprof counters to the console
- vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
- vprof_expand_all // Expand the whole vprof tree
- vprof_expand_group // Expand a budget group in the vprof tree by name
- vprof_generate_report // Generate a report to the console.
- vprof_generate_report_AI // Generate a report to the console.
- vprof_generate_report_AI_only // Generate a report to the console.
- vprof_generate_report_budget // Generate a report to the console based on budget group.
- vprof_generate_report_hierarchy // Generate a report to the console.
- vprof_generate_report_hierarchy_per_frame_and_count_only // Generate a minimal hiearchical report to the console.
- vprof_generate_report_map_load // Generate a report to the console.
- vprof_graphheight "256"
- vprof_graphwidth "512"
- vprof_nextsibling
- vprof_off // Turn off VProf profiler
- vprof_on // Turn on VProf profiler
- vprof_parent
- vprof_playback_average // Average the next N frames.
- vprof_playback_start // Start playing back a recorded .vprof file.
- vprof_playback_step // step to the next tick.
- vprof_playback_stepback // step to the previous tick.
- vprof_playback_stop // Stop playing back a recorded .vprof file.
- vprof_prevsibling
- vprof_record_start // Start recording vprof data for playback later.
- vprof_record_stop // Stop recording vprof data
- vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
- vprof_remote_stop // Stop an existing remote VProf data request
- vprof_reset // Reset the stats in VProf profiler
- vprof_reset_peaks // Reset just the peak time in VProf profiler
- vprof_to_csv // Convert a recorded .vprof file to .csv.
- vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
- vprof_verbose "1" // Set to one to show average and peak times
- vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
- vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
- vtune // Controls VTunes sampling.
- vx_model_list // Dump models to VXConsole
- wc_air_edit_further // moves position of air node crosshair and placement location further away from play
- wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
- wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
- wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
- wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
- wc_destroy_undo // When in WC edit mode restores the last deleted node
- wc_link_edit
- weapon_accuracy_nospread "0" // Disable weapon inaccuracy spread
- weapon_debug_spread_gap "0"
- weapon_debug_spread_show "0" // 3: show accuracy with dynamic crosshair
- weapon_recoil_cooldown "0" // Amount of time needed between shots before restarting recoil
- weapon_recoil_decay1_exp "3" // Decay factor exponent for weapon recoil
- weapon_recoil_decay2_exp "8" // Decay factor exponent for weapon recoil
- weapon_recoil_decay2_lin "18" // Decay factor (linear term) for weapon recoil
- weapon_recoil_scale "2" // Overall scale factor for recoil. Used to reduce recoil on specific platforms
- weapon_recoil_scale_motion_controller "1" // Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers
- weapon_recoil_suppression_factor "0" // lerping to 1 for later shots
- weapon_recoil_suppression_shots "4" // Number of shots before weapon uses full recoil
- weapon_recoil_variance "0" // Amount of variance per recoil impulse
- weapon_recoil_vel_decay "4" // Decay factor for weapon recoil velocity
- weapon_recoil_view_punch_extra "0" // Additional (non-aim) punch added to view from recoil
- weapon_reload_database // Reload the weapon database
- weapon_reticle_knife_show "0" // When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife.
- whitelistcmd // Runs a whitelisted command.
- windows_speaker_config "4"
- wipe_nav_attributes // Clear all nav attributes of selected area.
- workshop_publish // Bring up the Workshop Publish dialog.
- workshop_start_map // Sets the first map to load once a workshop collection been hosted. Takes the file id of desired start map as a parameter.
- workshop_workbench // Bring up the Workshop workbench dialog.
- writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
- writeip // Save the ban list to banned_ip.cfg.
- xbox_autothrottle "1"
- xbox_throttlebias "100"
- xbox_throttlespoof "200"
- xload // Load a saved game from a console storage device.
- xlook
- xmove
- xsave // Saves current game to a console storage device.
- zoom_sensitivity_ratio_joystick "1" // Additional controller sensitivity scale factor applied when FOV is zoomed in.
- zoom_sensitivity_ratio_mouse "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
- _autosave // Autosave
- _autosavedangerous // AutoSaveDangerous
- _bugreporter_restart // Restarts bug reporter .dll
- _record // Record a demo incrementally.
- _resetgamestats // Erases current game stats and writes out a blank stats file
- _restart // Shutdown and restart the engine.